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The Big Boys on Stage

Here is the list of the big boys in charge of creating this game. For informations on how you can become part of the project and how you can contribute work to it please see the Contribute page.

Team Members

Contributors Active

Contributors Inactive

Free Jobs

This list contains all the free jobs for Contributors or Team Members that we have at the moment. If one of the free jobs in the table feel free to get in contact with me. If not you can still contact me as help is always appreciated.

For a Team Member the interested person has to fulfill at least:

For a Contributor the interested person has to fulfull at least:

Job Description
World Textures Artists in charge create textures for use as world textures, hence not skins for models. The default texture dimension is 512x512 for detailed textures and 256x256 or less for simple textures. Additional high resolution textures of 1024x1024 are optional. Format used by the epsylon project are TGA, PNG, and JPG. More formats are available through modules installable by the player. The engine allows for advanced textures using a special skin file format. The artists in charge can hence make simple image textures or work with the skin file directly.
Texture created this way have to have at last a Diffuse Image (color), preferable a Normal Image and Specular Image, and optional a Transparent Image. All images can be done automatically using the skin file if needed. Advanced texture effects are available through the skin file.
Texturing Artists in charge create skins for 3d models. Each model can have more than one texture for its skin. The default texture dimension is 512x512/1024x1024 for detailed models like player models or 256x256/512x512 or less for simple and less important models. Additional high resolution textures are optional. Format used by the epsylon project are TGA, PNG, and JPG. More formats are available through modules installable by the player. The engine allows for advanced textures using a special skin file format. The artists in charge can hence make simple image textures or work with the skin file directly.
Texture created this way have to have at last a Diffuse Image (color), preferable a Normal Image and Specular Image, and optional a Transparent Image. All images can be done automatically using the skin file if needed. Advanced texture effects are available through the skin file.