Privateer Press

 

Primecast Episode 42

Mar 23 2017

Privateer Press Primecast Episode 42 is live!

Will (Shick) and Will (Hungerford) dive in with information on the new releases for March. Writing Manager Matt Goetz and Senior Writer Douglas Seacat talk with Shick about what the Strangelight Workshop is and how it operates, and the Struggle of Wills (Hungerford, Oz, and Pagani) returns with more information on the units of the Grymkin and thoughts on their development. Then Convention Manager JR Godwin drops in to follow up on SmogCon and what shows are coming up next. Finally, we head out with a quick tease of what's coming in Episode 43.

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Production Packer

Mar 7 2017

About Us
Privateer Press, Inc. (privateerpress.com) is an award-winning publisher of games and game supplements based in Bellevue, WA. We produce the acclaimed WARMACHINE® and HORDES® tabletop miniatures wargames, the Monsterpocalypse® pre-painted miniatures game, the Iron Kingdoms® Full Metal Fantasy and Iron Kingdoms® Unleashed roleplaying games, the Undercity™ and Widower’s Wood™ adventure board games, and the LEVEL 7® survival-horror board game line. We also publish the bimonthly No Quarter™ magazine and the Formula P3™ hobby tool and paint range in addition to the other products in our catalog. We are focused on producing the finest gaming products on the market today as we continue to build and expand the richness of our games and settings. We are in search of great people who are enthusiastic about producing engaging and enjoyable experiences and who can appreciate the inherent beauty of giant steam-powered robots smashing each other to pieces.

We are a hard-working crew who derive satisfaction from a job well done. We work in a fast-paced, results-driven environment, and we seek a highly motivated individual with AMAZING attention to detail to support our production of high-quality miniatures.

Essential Duties and Responsibilities
The Production Packer is an entry-level position. This position is mostly focused on packing orders. Duties include but are not limited to:
• Achieve the weekly packing goals
• Pull orders in the proper sequence
• Work at a good pace in order to meet goals
• Get completed orders ready to ship
• Random QC of items packed recently
• Stack pulled product in an organized manner on the tables
• Maintain a clean workstation, clean other areas as requested
• Load outbound pallets onto trucks
• Daily trash removal
• Complete various tasks as requested
• Unload trucks/containers as needed
• Move things around warehouse as needed
• Work in an efficient manner
• Minimize idle chit chat

Required Skills and Proficiencies
Qualifications:
• Must be able to work in our Bellevue location
• Capable of working both individually and collaboratively
• Highly organized with an acute attention to detail
• Upbeat and positive attitude
• Strong work ethic
• Action oriented and able to complete tasks quickly
• Able to multi-task
• Good problem-solving skills
• Must be able to stand, lift and bend for 8 hours each day
• Must be able to lift 50lbs

Benefits
• Medical
• Dental
• Product

Start Date: Immediate
Compensation: This is an entry-level hourly position.

Application Process:
1) Prepare a resume of no more than two pages. The filename of the resume should be your first and last name separated by an underscore, and it must be in .doc or .PDF format. Example: John_Doe.doc
2) Compose a cover letter of no more than one page. The filename of the cover letter should be your first and last name followed by “CL”, all separated by underscores. The file must be in .doc or .PDF format. Example: John_Doe_CL.doc
3) Send your resume and cover letter to jobs@privateerpress.com, and make sure the subject line says “Production Packer—[your name].” Example: Production Packer—John Doe.

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Privateer Press Launches Community Integrated Development Program

Mar 6 2017

FOR IMMEDIATE RELEASE

Contact: Jackson Wood, Marketing Manager, Privateer Press, jackson@privateerpress.com, 425-625-2380

Community Integrated Development Begins

March 6, 2017
Bellevue, WA — Privateer Press is implementing a new process called Community Integrated Development or CID, for playtesting the WARMACHINE and HORDES tabletop miniatures games. CID gives WARMACHINE and HORDES players the opportunity to playtest and provide feedback on the rules for new model releases before those models launch. Privateer’s goal with the CID initiative is to ensure players are getting exactly what they want in their new model releases by soliciting their feedback during the development process.

The CID process will be conducted through a new Community Integrated Development Forums. These CID forums will contain materials required for the current playtest cycle, including concept art, current model stats, and playtest direction. Each playtest cycle will last four to six weeks, though some projects may be given more or less time as needed. Playtest cycles are expected to begin at the time product solicitations for the new releases are sent to distributors but may also include previously released models related or integral to these testing cycles.

Additionally, beginning with new products releasing in July 2017, WARMACHINE and HORDES products will no longer contain stat cards. Privateer Press currently offers the War Room 2 companion app and has announced plans to provide free PDFs of all model cards online as well as to make cards available through a Print-on-Demand service with a partner to be announced.

“The CID process takes its cues from software development while leveraging the close dialog we have with our player community,” said Chief Creative Officer Matt Wilson. “We’re uncoupling the game rules and stats from print media so that, like video games, we can be responsive to the meta while continuing to develop an ever-expanding game line.”

Community Integrated Development begins with the newest HORDES faction announced February 17, Grymkin: The Wicked Harvest. First appearing in the Monsternomicon published in 2002, the Grymkin are a collection of horrific nightmare creatures rooted in the folklore of the Iron Kingdoms.

Grymkin: The Wicked Harvest models will debut at Lock & Load GameFest 2017 in Bellevue, Washington, to be held at the Meydenbauer Center from July 14–July 16. Tickets and hotel information for this event can be found at pplockandload.com. The Grymkin models will be released in waves from July through September 2017.

Community Integrated Development Forums can be found here and the procedural CID How-To Guide can be found here.

About Privateer Press, Inc.

Privateer Press, Inc., is a privately held producer of entertainment and hobby brands based in the Seattle area. Its products include the award-winning WARMACHINE and HORDES hobby miniatures games, the award-winning Iron Kingdoms property and Iron Kingdoms Full Metal Fantasy Roleplaying Game, the Monsterpocalypse battle miniatures game, the Formula P3 hobby line, No Quarter magazine, and digital fiction through the Skull Island eXpeditions imprint. LEVEL 7 is the property of Matthew D. Wilson, used under license. To learn more about Privateer Press, visit www.privateerpress.com or contact the president, Sherry Yeary, at (425) 643-5900 or sherry@privateerpress.com.

About WARMACHINE and HORDES

WARMACHINE and HORDES are dynamic, 32 mm tabletop miniatures games set in the steam-powered science-fiction/fantasy world of the Iron Kingdoms. WARMACHINE and HORDES use the same rules and can be played independently or against each other, differing in the range of factions available in each game, and the manner in which each side wages war. In WARMACHINE, each player commands an army of detailed miniatures, including a warcaster, an elite soldier-sorcerer who possesses arcane power and the ability to mentally control a force of steam-powered mechanical automatons known as warjacks, and supporting soldiers. In HORDES, players command of a battle mage known as a warlock who can control an army of powerful warbeasts and warriors into combat.
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Guest Hobby Blog: Stone and Gems with Griffon's Roost Painting

Mar 1 2017

Privateer Press welcomes back guest blogger Lauren Fahey (twitter: @griffonsroost). Check out her previous entry here. She currently works as a freelance artist specializing in painting miniatures for hobby gaming and display. Drawing from a background in art history and medieval/renaissance studies, she takes inspiration for her work from history, nature, and her favorite parts of nerd culture.

Today, she tackles the Megalith and shows off some techniques for achieving a great look for stone, gems, and rope!

Lauren has also previously appeared in the pages of No Quarter, and runs a painting blog [http://griffonsroostpainting.com] where you can find more of her stellar work.

Step 1: Prep and Prime
Assemble, clean, and remove the mold lines from Megalith with a sharp hobby knife. Prime with a couple of light coats of P3 Black Primer.

Step 2: Gray Granite Stone
Basecoat the stone with Bastion Grey. After this, I usually do shadows first followed by highlights, but in order to get a granite look, the order has to be reversed. Highlight first by two-brush blending with a 50/50 mix of Bastion Grey and Trollblood Highlight, and then do a second highlight with straight Trollblood Highlight.

Base coat, left; Full highlights, right

I wanted to make my Megalith look as if it were fashioned from granite, as granite is one of the hardest and most durable of the naturally occurring stones. Granite has a sort of speckled appearance, and to get an approximation of that look on a miniature, you have to get a little messy! Grab an old toothbrush, wet it, and dip it in Thamar Black. Holding the model 4–6 inches away from the toothbrush, run one finger over the brush and flick the paint, trying to get a fine spray. Repeat separately with Underbelly Blue and Menoth White Highlight for additional variation in the speckled stone.

Gray granite example, left; Megalith speckled, right

The final step of making a gray granite is to add in the shadows. This step occurs after creating the speckled effect because fine details tend to disappear in dark shadows. To start the shadows, make a 50/50 mix of Cryx Bane Base and Greatcoat Grey and apply it using two-brush blending on the model wherever shadows would naturally occur. Use this mix to lightly outline the hard edges of the stone to add further definition. Add a little Thamar Black to the shadow mix and apply to the deepest recesses and underneath overhanging areas.

Step 3: Wood
Basecoat the wood with Gun Corps Brown and any of the exposed core areas with Hammerfall Khaki.

Shade the wood with Umbral Umber, painting in as much of the wood grain texture as possible. If you feel you aren’t getting into the crevices, the Umbral Umber can be applied as a wash. Next, add a little Thamar Black to the Umbral Umber and use this to shade the deep crevices and outline the main elements of the wood. Shade the cores with a wash of Guns Corps Brown.

Highlight the wood by focusing on the texture of the wood grain and by painting the ridges with Hammerfall Khaki. For the highest highlights, use a mixture of 50/50 Hammerfall Khaki and ’Jack Bone with a little Menoth White Highlight added in. Focus this color on the upper branches as well as anywhere that would catch a significant amount of light. Go for a really high level of contrast, as the next step will tone down the colors significantly. Highlight the wood cores with the same mixture used for the highest highlights on the wood, focusing on accentuating the rings.

Make a mixture of two drops Brown Ink, one drop of Turquoise Ink, and one drop of water to glaze this over the wood in two thin coats, letting each coat dry completely in between. Do not use any of the ink mixture on the wood cores. The ink glaze helps the wood grain texture look more natural and less stark.

Step 4: Ropes
Basecoat the ropes with Rucksack Tan. Getting a good, solid coat can take 2–3 thin layers over black primer. Then shade the ropes with a wash of Gun Corps Brown.

Now the fun part… To highlight the ropes, make a mix of 50/50 Rucksack Tan and Hammerfall Khaki and pick out each coil except for where the rope would be in darkest shadow. Then take straight Hammerfall Khaki and highlight further where the ropes would catch the light, particularly on the front parts of the legs and arms. It’s painstaking, but in the end I usually feel like the precision is worth the frustration.

Step 5: Glowing Runes
To start the runes, thin down some Menoth White Highlight and paint them all white without letting any flow over the sides. (I might have gotten a little carried away and forgotten to take a picture, but I’m sure you’ll get the idea.) Next, make a mixture of two drops Green Ink, one drop Yellow Ink, and one drop Turquoise Ink to glaze this over the white. Try not to let any ink pool in the corners. A good trick to prevent this is to dab some ink out of the paintbrush on a paper towel before going at the runes.

Now go back with the thinned Menoth White Highlight and and paint the bottom parts of the linear runes to lighten them. With the more open areas, like around the gems and in the shoulders, use the white to lighten the center as if the glow were radiating outward. The Menoth White Highlight was thinned down and blended outward with a second brush to get a smooth transition. Next, make a mix of two drops Yellow Ink and one drop Green Ink to glaze with this mixture only where you lightened the runes. This will give the runes a more lively appearance.

The final step for the runes is to use straight Green Ink to glaze the top parts of each linear rune, the outsides of the larger areas of the shoulders, and around the gems. This gives an illusion that the glow is fading out toward the edges.

Step 6: Gems
Basecoat the gems with Thamar Black. Then take Gnarls Green and blend it up from the bottom of the gem, leaving the top third black. The smoother the blend you can get for these, the better. I like two-brush blending for just about everything, but go with what makes you comfortable. My camera couldn’t quite seem to get a good shot without a slight glare due to the dark colors and satin finish of the paint, but I think things are still mostly visible.

Next, in the bottom third of the gem, blend Iosan Green into the Gnarls Green. The brighter colors are focused in the lower part of each gem because of the way light passes through the translucent stone and hits the inside. For the final highlight, blend Wurm Green into the lowest half of the Iosan Green.

Next take some Green Ink and, in thin layers, glaze over the entire gem. Make sure to build up enough layers so that even the black appears to be a very deep green. Finally take a brush with a very fine point and use Menoth White Highlight to make a few reflective dots on the top of the gem. I’ve used a red arrow to point out where they should be as the glare from my painting lamp slightly overlaps.

Step 7: Finishing Touches
To finish off the model, I painted in the few bunches of leaves and touched up the stone where any of my glow might have gotten a little carried away. I then sealed the model with Testors Dullcote to kill any shiny spots of the inks on the wood and on the glow and to help protect it, as I’m sure it will be finding its way onto the table soon. Once that was completely dry, I took an old brush and some paint on gloss varnish to give the gems a good coat for an extra dose of realism. I finally based Megalith with a bunch of forest foliage, including some ivy and a fern, and it’s all done!

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Primecast Episode 41

Feb 21 2017

Privateer Press Primecast Episode 41 is live!

The Wicked Harvest is nigh! Join our hosts Will Hungerford and Will Shick as they chat briefly about the upcoming Faction and dive into February's new releases. Writing Manager Matt Goetz and Senior Writer Douglas Seacat talk with Shick about the lore (and a touch of the history) behind the Defiers. Will (Hungerford), Will ("Oz" Schoonover), and Will (Pagani) come together to discuss the development of the new HORDES Faction and go over details of a few of their warlocks and beasts. The episode wraps up with Shick and Hungerford sending us off with a few more details about Steamroller and Community Integrated Development.

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Resin Mold Maker

Feb 20 2017

About Us
Privateer Press, Inc. (privateerpress.com) is an award-winning publisher of games and game supplements based in Bellevue, WA. We produce the acclaimed WARMACHINE® and HORDES® tabletop miniatures wargames, the Monsterpocalypse® pre-painted miniatures game, the Iron Kingdoms® Full Metal Fantasy and Iron Kingdoms® Unleashed roleplaying games, the Undercity™ and Widower’s Wood™ adventure board games, and the LEVEL 7® survival-horror board game line. We also publish the bimonthly No Quarter™ magazine and the Formula P3™ hobby tool and paint range in addition to the other products in our catalog. We are focused on producing the finest gaming products on the market today as we continue to build and expand the richness of our games and settings. We are in search of great people who are enthusiastic about producing engaging and enjoyable experiences and who can appreciate the inherent beauty of giant steam-powered robots smashing each other to pieces.

We are a hard-working crew who derive satisfaction from a job well done. We work in a fast-paced, results-driven environment, and we seek a highly motivated individual with AMAZING attention to detail to support our production of high-quality miniatures in our resin mold making department.

Essential Duties and Responsibilities
The resin mold maker is a full-time entry-level position. The primary duties are to assist the resin mold making department. These duties include but are not limited to:
• Cleaning masters
• Spruing masters for mold lay-up
• Designing mold lay-up schemes for difficult parts
• Troubleshooting mold performance problems
• Minimizing material usage and labor costs
• Maximizing efficiency of molds and their creation
• Soliciting feedback from casting department to improve molds
• Other duties as necessary

Qualifications:
• Must be able to work in our Bellevue location
• Capable of working both individually and collaboratively
• Upbeat and positive attitude
• Strong work ethic
• Action oriented with ability to complete tasks quickly and thoroughly
• Good problem-solving skills
• Strong 3-D visual manipulation
• High manual dexterity and steady hands
• Great eye for detail and high quality standards
• High visual acuity for parts inspection (QA)
• Basic math skills
• Mold making/RTV mold making experience
• Must be able to stand, lift and bend for 8 hours each day
• Must be able to lift 50 lbs

Benefits
• Medical
• Dental
• Product

Start Date: Immediate
Compensation: This is an entry-level hourly position.

Application Process:
1) Prepare a resume of no more than two pages. The filename of the resume should be your first and last name separated by an underscore, and it must be in .doc or .PDF format. Example: John_Doe.doc
2) Compose a cover letter of no more than one page. The filename of the cover letter should be your first and last name followed by “CL”, all separated by underscores. The file must be in .doc or .PDF format. Example: John_Doe_CL.doc
3) Send your resume and cover letter to jobs@privateerpress.com, and make sure the subject line says “Resin Mold Maker—[your name].” Example: Resin Mold Maker—John Doe.

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