URGENT C++ coders,3D & 2D Artists and Sound tech needed
No replies to this topic
Posted 16 October 2006 - 09:19 PM
I am writing this post to request for any Programmers, Artists, 3D modelers, Sound Designers, Photoshop Experts and Animators who, are interested in working on a game to consider our project.
We are developing a fully working game and need help with various production tasks listed below.
Applicants will be provided with further information and task specifications and should expect many tasks throughout the remainder of the year.
Electronic Team Games (ET Games)
Affiliated to Thunder-Power LTD Software Development
Introduction on Spacecrafts and how it will be played
The name of our game represents to most frequently used object in the game; the Spacecrafts. The game is set in the future, around the year 2100, where people are having to vacate outerspace due to the bad conditions on the earth, because of war and destruction. After decades since to invention of the spacecraft and space based cities, the galaxy becomes populated with humans exploring the new world of living. After due time, the United Nations become more and more divided due to the differences, desires and beliefs of other groups. War between different factions are established; weapons and spacecrafts are built to be used to take control over the galaxy. The stronger factions take control over the galaxy while the weaker factions are forced to travel elsewhere, only to find other races and creatures out there, with better technology.
The player must choose a faction and establish a character and space crew to carry out space missions and wars against other factions. By gaining experience, earning money, finding treasures, trading and teaming with others, the player can complete all necessary wars and missions in order to defeat their enemy faction and complete the game. Players earn awards and rankings online as they progress through the game.
Players can also fight wars against each other in Player vs Player wars, in diverse maps and locations with neutral CPU armies. By winning wars, each player can earn experience and online rankings to compete for a final war against another high leveled player at experience level 50.
The game will be marketed for retro gamers, lunch break gamers and people without access to expensive gaming hardware. Being an online game, we hope that it will be both fun to play and popular within the retro and budget game community.
We do no want to compete with commercial 3D games, as we do not have the assets to produce a fully 3D game capable of succeeding in that market.
We are choosing to compete within the downloadable budget game market, and will be carrying out necessary advertising schemes to reveal the game itself.
We are offering pay based on profits made, but not during production.
C ++ language, PNG format images. Music and sound exported to OGG.
Programmers, Artists, 3D modelers, Animators and Sound Designers are required. We prefer to keep the team relatively small so that we can work more unified without conflicting with too many ideas and styles. A person who can carry out various roles would be an ideal member for the team.
The game engine, network code and software framework are areas already covered by our existing programmers. The main areas that we need new programmers for include the game mechanics, logic, interface and editors. In general we are seeking 2 programmers to concentrate on the game code and one to concentrate on creating editors and working with the interface.
You will need to be experienced with OOP and general game development to be able to take on the role of bring the game to full life within the game engine. Development tasks include collision detection, physics, logic and AI. The specification of the programming tasks will be fully explained by the engine and framework programmers. One of the game programmers will need to work as a lead programmer who will pretty much organize the workflow and communicate with the game designer (Me) as well as coding the game. The assistant programmer will concentrate on general coding. The game engine will be introduced and explained to you by the engine programmer
The game objects that you need to code are explained in the game document that will be given to you after you join. To let you know briefly what kind of physics and logic needs to be coded, we will need particles, explosion collision detection, spacecraft collision detection, weapon physics, AI, object interactivity with functions, level design functions, graphics functions, sound functions, game play functions and interface functions.
Interface and Editor Programming:
Using C ++ and XML, you will need to draw a bridge between the code and the creative side of the team, by providing editors and XML functions to produce editors for Level Design, Mission Design, Campaign Design and Game Setup. Using XML, we will need to store map information and parameters for use in the live game. You will also need to work closely with the game programmers and the engine/framework programmers and GUI designers to put together the interface for the game, you will certainly work on the more user friendly aspects of game development.
There are many areas where artists will be able to produce content for the game. The major areas of artwork required include Spacecraft Designs, Character Shading of pre-sketched characters, Level texture work for preparation of 3D objects.
The ideal artist who will work on shading characters should have examples of talent to show. We already have an artist who is producing detailed character sketches at this point in time. You should be able to use programs such as Photoshop to shade the sketches with 3D lighting, for use in the game.
The sketches are going to be of retro comic style characters, such as with the Marvel Comics; but with our own visual style and added gradient shading.
Those who wish to design our Spacecrafts can either sketch on paper and scan or use drawing software to produce the spacecraft designs for our modelers. All designs are based on a standard spacecraft template; which will be given to you.
You will need have experience with reference work or learn if necessary to provide the needed views of your spacecrafts. Expect to be asked to design more than 50 spacecrafts over the next 3 - 6 months.</LI>
The texture artist will need to work closely with myself (Game Designer) and the level designer to produce the necessary texture images for 3D rendering. Both normal and seamless textures are required, mostly mechanical and futuristic textures used for rendering space stations, ships and other scenery.
Some textures are required for planets, mountains and water, but these are not urgent and can be produced easily in a 3D modeling program. Texture art is also required for GUI and promotional images.</LI>
3D Modeling Requirements
The 3D models required for this are not very detailed compared to 3D models found in other games, because the players will not be able to zoom in and see most of the 3D objects in close up. The game is viewed from high above, so we only need to model and texture visible parts of objects, distant objects only require simple detail and generic texturing. Typical objects to be modeled include spacecrafts, weapons, planets/meteors, space stations, power grids, cityscapes and other scenery.
The majority of visuals in the game are rendered in 3D and exported to PNG format raster images, with the alpha channel. This can be done by someone else, but it would be useful if you are able to export PNG files using your desired program.
The most detailed models you will ever need to create include cityscapes and space-stations (Similar to the Star Wars Death Star, and the like)
Animation is another area that needs work
We currently need animation of various 2D and 3D game elements. The kind of animator that we are looking for is someone with general 3D modeling, photoshop and animation skills. Using your animation program (Flash/Particle Illusion/After Effects/Combustion and/or similar software) you will need to produce particle effects and illustrative animation sequences.
Typical animated sequences that are required include, message alerts, spacecraft maneuvers, robotic/mechanical shape shifting, explosions, environmental effects, stars, weapons, smoke trail, fire, abstract backdrops, simple 5-10 second 2D and 3D movies.
We urgently need a sound expert who specializes in producing interesting stereo sound effects for realistic and abstract use.
Sound in this game is more important than it may seem to some people. We need to bring the game environment to life by use of effective ambient looping sounds and generic game sounds. We also require smooth sophisticated sound effects for the graphical user interface.
Examples of good interface sound effects are found at flashkit.com. Examples of generic sound effects for weapons and impacts can be heard in major Sci Fi movies such as Star Wars, The Matrix and the Minority Report.
There is no need to completely start from scratch by recording sounds and engineering them. You may use existing royalty-free sounds and engineer them for our game.
Please note that we already have musicians for the game project
Current Team structure:
Chris Tate (Me): Game Designer: 1 Year
Itamar Reiner: Concept Artist: 8 Months
Mokhtar Khorshid: Programmer: 1 Year
Michael Saad: Programmer: 1 Year
Mahmoud Kasdi: 3D Modeler: 1 Year
Adam Kirby: Musician: 6 Months
Steve Marrazo: Musician: 6 Months
Sebastion Chow: Character Designer: 1 Month
Scott Snell: Writer: 8 Months
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users