Triiodine - Spriter Application
- Triiodine
- Dev Team
- Posts: 13
- Joined: 27 Oct 2018, 01:16
- Location: CA, USA.
- Byond: Triiodine
- Steam: Triiodine
Triiodine - Spriter Application
Byond CKEY: Triiodine
Age: 19
Gender: Male
How would you define yourself?: Spriter, secondly a mapper.
If Coder, what languages? I know basic DM, (define new items, call procs, etc)
Any previous experience developing with SS13?: Yes, active sprite contributor to the Paradise station git. I've also coded a few fixes for Paradise. If it's relevant at all, I'm also a member of the RE:SS3D project.
How well do you know Git? Decently knowledgeable. Use it for my actual (job) work and for working with the various SS13 repos I have cloned and managing PR's etc.
Your primary job is server development, not policing the server. You may be given Moderator-level of access but you should *not* be invoking any administrative actions unless there are no moderators or Admins online. Do you understand? (Yes/No) Yes, I understand this is not an oversight position for the playerbase. If it was I doubt I'd apply for it, management isn't really my thing.
Anything else you'd like to add? Currently employed as a freelance level designer, though, the engine skills don't exactly transfer. I know Illustrator, should that ever also be needed.
Example work
Git records and all that jazz
It should be noted my Gitname is Agameofscones, everything else I use is Triiodine. I've just yet to update and then change my remote paths.
I can pull up examples of my non-sprite based work if requested.
Age: 19
Gender: Male
How would you define yourself?: Spriter, secondly a mapper.
If Coder, what languages? I know basic DM, (define new items, call procs, etc)
Any previous experience developing with SS13?: Yes, active sprite contributor to the Paradise station git. I've also coded a few fixes for Paradise. If it's relevant at all, I'm also a member of the RE:SS3D project.
How well do you know Git? Decently knowledgeable. Use it for my actual (job) work and for working with the various SS13 repos I have cloned and managing PR's etc.
Your primary job is server development, not policing the server. You may be given Moderator-level of access but you should *not* be invoking any administrative actions unless there are no moderators or Admins online. Do you understand? (Yes/No) Yes, I understand this is not an oversight position for the playerbase. If it was I doubt I'd apply for it, management isn't really my thing.
Anything else you'd like to add? Currently employed as a freelance level designer, though, the engine skills don't exactly transfer. I know Illustrator, should that ever also be needed.
Example work
Git records and all that jazz
It should be noted my Gitname is Agameofscones, everything else I use is Triiodine. I've just yet to update and then change my remote paths.
I can pull up examples of my non-sprite based work if requested.
- NethIafins
- Registered user
- Posts: 772
- Joined: 20 Nov 2016, 20:32
- Location: Ukraine
- Byond: NethIafins
- Steam: nethiafin
- Contact:
Re: Triiodine - Spriter Application
Your style is different from what we usually have. How easy it would be for you to adapt?
Brother!
Do you remember our home and mother?
I'll die, don't bother.
It's just like walking on water.
- Cold Rain, Swirekster 2017, Twisted Insurrection OST
- Triiodine
- Dev Team
- Posts: 13
- Joined: 27 Oct 2018, 01:16
- Location: CA, USA.
- Byond: Triiodine
- Steam: Triiodine
Re: Triiodine - Spriter Application
With consistent input and feedback, likely no time at all. The hardest change would probably be learning the ins and outs of the 3/4 environmental sprites you guys use. But given enough time, I'm sure I could switch styles and be up to par, no doubt.
- Triiodine
- Dev Team
- Posts: 13
- Joined: 27 Oct 2018, 01:16
- Location: CA, USA.
- Byond: Triiodine
- Steam: Triiodine
Re: Triiodine - Spriter Application
I realize now how silly this must look, a developer application from a fresh forum join. A little background on who I am probably wouldn't go amiss.
I'm design student who got wrapped up in SS13 just a few weeks before this previous summer and have been hooked ever since. I started out playing Paradise, but as of late have moved to CM as my server of choice after trying out TG. While I can't put a number on my hours on CM, I'd guestimate it at around 200+ by now, usually clocking at least one round a day, with 3 usually per day on the weekends. I'm partially active on the CM discord, but have only joined it recently. I've slowly begun to dip my toes into the CM community now that I'm more invested in the server.
My development background comes from my current employment as a freelance level designer, currently hitched with PunyHuman (The guys behind Blade Symphony) and modding/mapping for Source games. As of late SS13 has offered me a chance to get into pixel art, which I had never really tried before a few months ago (in earnest at least). Most all of my sprite work has been for the Paracode github, and as such is tailored to their (lack of) distinct styling. I am also currently assisting with the RE:SS3D project, working on namely GUI elements based off of the remnants of *beep's designs. Pixel art is again, a new venture for me, I've much more experience with 3D composition (though that's not that relevant to SS13 development).
However, I am very comfortable with adapting/copying/modifying styles when it comes to sprite work. So far all my sprite work has taken the tone of either fixes, or quality of life improvements; as well as paradise specific fluff items on request from players, though this has been infrequent and limited.
Given my current position and past experience, I'd say I'm comfortable in a more serious development environment, which I take CM to be in comparison to other station's codebases and development cultures.
I'm design student who got wrapped up in SS13 just a few weeks before this previous summer and have been hooked ever since. I started out playing Paradise, but as of late have moved to CM as my server of choice after trying out TG. While I can't put a number on my hours on CM, I'd guestimate it at around 200+ by now, usually clocking at least one round a day, with 3 usually per day on the weekends. I'm partially active on the CM discord, but have only joined it recently. I've slowly begun to dip my toes into the CM community now that I'm more invested in the server.
My development background comes from my current employment as a freelance level designer, currently hitched with PunyHuman (The guys behind Blade Symphony) and modding/mapping for Source games. As of late SS13 has offered me a chance to get into pixel art, which I had never really tried before a few months ago (in earnest at least). Most all of my sprite work has been for the Paracode github, and as such is tailored to their (lack of) distinct styling. I am also currently assisting with the RE:SS3D project, working on namely GUI elements based off of the remnants of *beep's designs. Pixel art is again, a new venture for me, I've much more experience with 3D composition (though that's not that relevant to SS13 development).
However, I am very comfortable with adapting/copying/modifying styles when it comes to sprite work. So far all my sprite work has taken the tone of either fixes, or quality of life improvements; as well as paradise specific fluff items on request from players, though this has been infrequent and limited.
Given my current position and past experience, I'd say I'm comfortable in a more serious development environment, which I take CM to be in comparison to other station's codebases and development cultures.
- awan
- Registered user
- Posts: 581
- Joined: 11 Mar 2018, 18:11
- Location: Houten, Utrecht, NL
- Byond: Awan
- Steam: Awan
- Contact:
Re: Triiodine - Spriter Application
Hey Triiodine,
Thanks for your application.
The head dev being changes did delay all apps a bit.
As I said in the other apps. I am going to make an effort to try and get all apps a reply on Sunday.
Apologies for the delay.
Thanks for your application.
The head dev being changes did delay all apps a bit.
As I said in the other apps. I am going to make an effort to try and get all apps a reply on Sunday.
Apologies for the delay.
- Triiodine
- Dev Team
- Posts: 13
- Joined: 27 Oct 2018, 01:16
- Location: CA, USA.
- Byond: Triiodine
- Steam: Triiodine
Re: Triiodine - Spriter Application
I'm not sure if it's at all possible, but I would also like to put it out there, that I'm very capable as a mapper when it comes to Byond, and if those services were ever needed I could fulfill that role quite easily.
I know map merge, the hotkeys for the .DMM editor (I do not use fastDMM, but rather the in IDE editor in all it's failure.) etc. Most importantly I actually understand how Byond map logic / I-O systems work regarding entities that need to 'talk' to each other. For example, an airlock cycling system working with atmospherics on another codebase.
If an example map needs to be constructed on another codebase to prove these claims I'll happily comply if required.
Admittedly, I think due to my real world job as a level designer (freelance - contractor), I'm admittedly more qualified for the design/gameplay theorem for mapping than I am for spriting.
I know map merge, the hotkeys for the .DMM editor (I do not use fastDMM, but rather the in IDE editor in all it's failure.) etc. Most importantly I actually understand how Byond map logic / I-O systems work regarding entities that need to 'talk' to each other. For example, an airlock cycling system working with atmospherics on another codebase.
If an example map needs to be constructed on another codebase to prove these claims I'll happily comply if required.
Admittedly, I think due to my real world job as a level designer (freelance - contractor), I'm admittedly more qualified for the design/gameplay theorem for mapping than I am for spriting.
- Deanthelis
- Registered user
- Posts: 43
- Joined: 29 Oct 2016, 06:40
- Byond: Deanthelis
Re: Triiodine - Spriter Application
Hi. I apologize for the delay in responding to your application. I'm impressed by your qualifications, but I do have one major concern.
We have a staff exclusivity policy here on CM. If you wish to contribute to our server's development, it's required that you do not hold any staff position elsewhere or contribute significantly to other codebases. The policy even extends all the way down to our mentors.
If you understand this and wish to continue anyway, please show us some examples of your work on Paradise. I happen to be an ex-Admin from Para, so it's nice to see a familiar enough face.
We have a staff exclusivity policy here on CM. If you wish to contribute to our server's development, it's required that you do not hold any staff position elsewhere or contribute significantly to other codebases. The policy even extends all the way down to our mentors.
If you understand this and wish to continue anyway, please show us some examples of your work on Paradise. I happen to be an ex-Admin from Para, so it's nice to see a familiar enough face.
- Triiodine
- Dev Team
- Posts: 13
- Joined: 27 Oct 2018, 01:16
- Location: CA, USA.
- Byond: Triiodine
- Steam: Triiodine
Re: Triiodine - Spriter Application
Hello again, given my lack of interest in the TG codebase downstreams due to their player culture (not so much their development culture) and my current disagreements with the direction in which Paracode & Paradise are being handled, I don't see staff exclusivity as an issue anywhere in the near future, or the present. I don't see myself making any significant contributions to paracode, or any other codebase in the future.
Though I do ask, would I still be able to take requests for fluff items on Paradise? As I've grown used to that for a small amount of extra income. If not, that's not really a problem in all honesty, just wondering.
I no longer have any decent pictures of my mapping exploits on Paradise, be they attempted or merged since I moved cities, and left my desktop behind. These are the best images I could scrounge up.
(Whiteship rework, never PRed, proof of concept)
(Added missing sensor & airlock logic to the western mining outpost)
(Reshuffled Nuclear shuttle medbay)
And here are some of what I consider to be my best sprites:
(Mr. Changs vendor resprite & recolor)
(CC Uniform & NTrep rework)
(Old station Retro NT uniform set)
(Old station retro ID cards, did variants for each dept.)
Lastly, the most code intensive thing I've ever done
https://github.com/ParadiseSS13/Paradise/pull/9604
Though I do ask, would I still be able to take requests for fluff items on Paradise? As I've grown used to that for a small amount of extra income. If not, that's not really a problem in all honesty, just wondering.
I no longer have any decent pictures of my mapping exploits on Paradise, be they attempted or merged since I moved cities, and left my desktop behind. These are the best images I could scrounge up.
(Whiteship rework, never PRed, proof of concept)
(Added missing sensor & airlock logic to the western mining outpost)
(Reshuffled Nuclear shuttle medbay)
And here are some of what I consider to be my best sprites:
(Mr. Changs vendor resprite & recolor)
(CC Uniform & NTrep rework)
(Old station Retro NT uniform set)
(Old station retro ID cards, did variants for each dept.)
Lastly, the most code intensive thing I've ever done
https://github.com/ParadiseSS13/Paradise/pull/9604
- NethIafins
- Registered user
- Posts: 772
- Joined: 20 Nov 2016, 20:32
- Location: Ukraine
- Byond: NethIafins
- Steam: nethiafin
- Contact:
Re: Triiodine - Spriter Application
Hello,
Right now we are going thru a transitional period and we really need people that can help us move from copyright protected images to something unique that we all can call ours.
Can you help us with this? Can you create a reskin of a Ravager that will be distant from the Xenomorph but function of the Ravager is visible and understandable.
We don't care about how this creature will look (YET) as long as it is easy to understand and has style that can be transferred to other castes.
Go wild.
Right now we are going thru a transitional period and we really need people that can help us move from copyright protected images to something unique that we all can call ours.
Can you help us with this? Can you create a reskin of a Ravager that will be distant from the Xenomorph but function of the Ravager is visible and understandable.
We don't care about how this creature will look (YET) as long as it is easy to understand and has style that can be transferred to other castes.
Go wild.
Brother!
Do you remember our home and mother?
I'll die, don't bother.
It's just like walking on water.
- Cold Rain, Swirekster 2017, Twisted Insurrection OST
- Triiodine
- Dev Team
- Posts: 13
- Joined: 27 Oct 2018, 01:16
- Location: CA, USA.
- Byond: Triiodine
- Steam: Triiodine
Re: Triiodine - Spriter Application
Sounds like an interesting challenge to undertake. How shall I relay results to y'all, here or?
- Deanthelis
- Registered user
- Posts: 43
- Joined: 29 Oct 2016, 06:40
- Byond: Deanthelis
Re: Triiodine - Spriter Application
Apologies for the late response on this. It's been a heck of a week!
Put the .dmi together as you normally would and send it to myself or Neth via Discord PM. Be sure to send me a friend request on Discord as well so I can get ahold of you quicker than the forums permit.
Put the .dmi together as you normally would and send it to myself or Neth via Discord PM. Be sure to send me a friend request on Discord as well so I can get ahold of you quicker than the forums permit.
- Deanthelis
- Registered user
- Posts: 43
- Joined: 29 Oct 2016, 06:40
- Byond: Deanthelis
Re: Triiodine - Spriter Application
After discussion at the dev meeting, we have decided to accept this application for the role of Spriter. I will contact you privately in the next couple of days with all of the details.