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Author Topic: Help Wanted: Lua scripter / C++ skills also a plus  (Read 3231 times)

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Offline Dr.Roxor

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Help Wanted: Lua scripter / C++ skills also a plus
« on: February 16, 2007, 07:12:24 PM »
I hope this is the right place for this posting.

We have the need to hire some skilled programmers to work on a small GMOD project.

Position: Lead Programmer
Category: Lua / C++
Type: Full Time / Contract
Duration: TBD (~30-90 days to alpha)
Base Game / Mod: HL2 / GMOD10
Salary: DOE
Retainer: Yes

Summary:

We're looking to hire skilled, experienced programmers to be part of a small team responsible for the research, design and development of a GMOD10 game mode.

The game mode concept is a quite simple one actually. It involves 2 teams, 1 new swep, and no props (Edit: No player spawnable props I mean. Normal mapped ents will still exist). Normal default weaponry will be allowed. Lua and some C++ is required for the project, however we anticipate having to outsource two seperate coders for this. More details, including the draft specification will be made available to you upon signing the NDA and coming onboard.

Depending on the public feedback from the GMOD community, this could be a long term, extended contract with possible evolution to a full blown HL2 mod.

Requirements:

Professional programming experience required. Source SDK should be very familiar to you. Group collaboration experience helpful. Intense familiarity with Garrys Mod 10 is mandatory. You will be expected to have reasonable communication skills, and be able to effectively commnunicate with the other team members.
As expected, your portfolio / project history will speak for itself.

You should have some experience with project cost / time estimation. Since this is contract work, salary is negotiated based on, in part, such estimates.

For more information, please PM me here. Thanks.

EDIT: This is for a "Work For Hire" relationship.

« Last Edit: February 16, 2007, 07:48:12 PM by Dr.Roxor »

Offline Megiddo

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Re: Help Wanted: Lua scripter / C++ skills also a plus
« Reply #1 on: February 16, 2007, 08:10:34 PM »
I have no experience with coding for pay or in a professional setting, so if you'll put up with a few questions...

I've never dealt with payment on retainer before, how does that work? What percentage of the pay to start off with? (And the rest at the very end?)

How many hours of programming per day towards this project do you expect? I'm going to college half time (pretty light load though) and will have a part time job coming up in March (most likely).

How long will you keep the programmers on after the alpha? I understand to the first stable release at the very least, but also into the support period?

Any chance you can give rough ballpark estimates of the pay?

Thanks!

   -Brett "Megiddo" Smith
« Last Edit: February 16, 2007, 08:13:50 PM by Megiddo »
Experiencing God's grace one day at a time.

Offline Dr.Roxor

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Re: Help Wanted: Lua scripter / C++ skills also a plus
« Reply #2 on: February 16, 2007, 09:32:36 PM »
Hi Brett! Thanks for the awesome questions. Hopefully I can address them for you.

Q: I've never dealt with payment on retainer before, how does that work?
A: The retainer is an amount based on the contractor / employer agreements, typically a percentage of the total contract estimate. We (my company) do non-gaming application R&D, and typically a 10%  retainer is what we get (of the estimated contract payout). So if we contract for $10k, the client will cut a check for a grand to get things rolling in our lab.

As for identifying a solid number, I will just say that the project budget (to alpha) is more than five grand and less than ten. I know that is ambiguos  but we've got some research to lay down first, which will involve the team making changes to the specification and getting to a point where we can identify the amount of work required, and more importantly, what that is worth to you. Since the time spent during R&D is compensible (sp?), that is where the retainer comes in. It covers your initial expenses for time worked as we polish the specification / design. We can discuss more particulars of retainers, in a private venue, since it can vary based on experience.

Q: What percentage of the pay to start off with? (And the rest at the very end?)
A: Retainer will cover your initial expenses as we work to identify and create a set of milestones. From the milestones we can derive a fair, competitive wage. The retainer for this position could range from $0 - $500.00 depending on experience. Once the specification is done, and the project started we will pay bi-weekly via company check, or monthly via wire for international team members. We're an established shop that pays on time, and have references if you need warm fuzzies.  ;D

Q: How many hours of programming per day towards this project do you expect?
A: This is a tough question since we've still not nailed down a specific estimate for the total project dev hours. If the team concludes that the project can be accomplished in a relatively short period of time, then the amount of daily progress will not be as pressured. As a base guidline, 1-2 hours a day would be a minimum. We don't work weekends. We don't work holidays.

Q: How long will you keep the programmers on after the alpha? I understand to the first stable release at the very least, but into the support period?
A: Yes. Sorry for the ambiguity. I was referencing alpha in the original post (and elsewhere in this FAQ) as a way to illustrate the development tempo we expect this project to possibly require, not necessarily the entire development lifecycle. In other words, "We expect this project to possibly take 30-90 days to get an alpha build ready to internal playtest." That's in terms of calendar days mind you, not necessarily cumulative days worked. I can be soooo confusing, can't I?  :D

It basically comes down to this: It's a small project (well small to me I guess, but huge to some) that is being done as an experimental preface to a larger project. What I mean is, if we push a RC of this game mode and it is as popular as we hope then the next step in the project is not lateral, but to move off of GMOD and develop on a HL2 core, building a full blown mod in the source SDK, based on the gameplay of this project. (at which time we will release the GMOD gamemode final candidate into public domain).

The project is provisioned with standard amenities (sp?) such as Bug Tracker, SVN repository and developers foundry (forum), so adapting your IDE to this project should be straight forward as I think SVN is pluggable in most common IDE's.

Thanks for taking the time to read this. Let me know if you have further questions, or comments.

Regards,
Rob a.k.a. Dr. Roxor
« Last Edit: February 16, 2007, 09:35:06 PM by Dr.Roxor »

Offline Dr.Roxor

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Re: Help Wanted: Lua scripter / C++ skills also a plus
« Reply #3 on: February 22, 2007, 09:37:44 AM »
This position has been filled, and is now closed.

Thanks!