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Sixth Extinction RTS Demo Team Recruitment


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#1 SteelRain4eva

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Posted 06 August 2006 - 08:55 PM

Team name:
Mind Games Studios (not registered)


Project name:

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Sixth Extinction


Brief description:
Multiplayer pre-production PC demo for a 3D modern military RTS game.

The focus of this demo is game play. How the interface functionality, unit control and probability systems lead to never-seen-before modern military RTS game play. Please review the Home Page for the highlights of the game design.

Also, we want to complete this demo in a timely fashion so as to prove the ability of the team to set goals and stick to them. Once we have enough talent, and everyone is familiar with the technology that they will be using, we will officially set a one-year completion date for the demo project. We have a loosely constructed project layout that we will do our best to stick to.

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The Torque Game Engine in action, some of you may recognize the RTS Starter Kit mission map underneath that Sixth Extinction user interface.


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Target aim:
This demo will be used to gain a publishing deal to lead to a full production retail release.


Compensation:
Long-term team members will be welcome to join the final production team after a publisher picks up the game.

Long-term team members that do not join the final production team will be compensated through a contractual agreement that will assure them a minimum dollar amount (nothing huge, a couple hundred usd to show my thanks), any additional amount will be determined during the full production contractual negotiations. This agreement, and other legal issues, will be addressed after some longevity of the project has been established.

I am covering minimal support costs for programs and related materials/books.

Team members that offer a limited amount of useable material will be listed by name in all levels of the game credits. (Credible Experience)


Programming Technology:
Torque Game Engine 1.4

Torque RTS Starter Kit (Converted for Torque 1.4)

Torsion (Alpha) – Torque Script Development Environment

Torque Show Tool Pro

Torque Constructor – Map editor that is currently an in-house beta at Garage Games and is soon to be released

Subversion with Tortoise Shell – Revision Control System – Non-server variant managed by the project leader

Coders are welcome to use whatever C++ compiler they are comfortable with.
There is support from the Garage Games community for the use of MS Visual C++ 2005 Express, which then requires the installation and configuration of Windows Server 2003 SP1 Platform SDK


DTS export compatible 3D modeling programs:
Studio Max 4.2+
Maya 4.5-7.0
Lightwave 7.5+
Blender 2.43
MilkShape 1.7.0

Studio Max 7+ is preferred as there is a greater amount of support for 3ds Max from Garage Games and the Garage Games community than there is for other modeling programs.


Talent needed:
Lead Programmer – Must be experienced with the Torque Game Engine, and can contribute 15+ hours a week.

For the following positions please be able to contribute at least 10 hours per week on average.
C++ Coders and Torque Scripters
Modelers (low poly count)
Animators
2D Texture Artists


Team structure:
Team began forming in May 2006. This is an online demo project and all members are part-time except for myself (Chad Freseman). If I’m awake, I’m working on this!

Chad Freseman – Project Leader, Game Designer, Physicist/Mathematician, Musician and Webmaster (Amateur coder and modeler).

Members listed in order of joining the team.

Denis Chinkevitch – College Graduate C++ Coder
Martin Kirkley – College Graduate C++ Coder (AI Coder), 2D and 3D Artist
Chris Delong – 3D Modeler
Russell Stern – C++ Coder
Calin Negru – Industry Experienced Game Developer, Coder, 2D and 3D Artist


Website:
Public information can be found here:
www.glhfgg.com
Information about me can be found on the Contact Page.
Two demo songs can be found at the bottom of the Contact Page.


Additional Info:
Please review the Features listed on the Home Page.

Please review the Units Page:
The “Tactical Orders” operate from a target set that prioritizes weapons and targets and also determines what finite-ammo-weapons will be used automatically.

I have been working on this game design, off and on, for 8 years. I have a professional attitude and have experience working with teams in a technical atmosphere. I have generated a great deal of highly detailed documentation; this documentation is listed by title on the Home Page.


Contact:
If you would like to communicate with me please visit the Contact Page and/or send me an email.
chad (at) glhfgg.com


Thanks,
Chad Freseman

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