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[PAID] ANGELS FALL FIRST - need map artist, sound fx guy

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Hello, Polycount Forums. We're looking for [PAID]help with our Fleet Combat Meets Tactical FPS game, using the UDK engine.

We are a long established team making the transition from a mod to a commercial release, and we'd like to hear from intermediate to advanced unreal devs with regard to freelance work, specifics to follow.

The game we have produced is a tactical team FPS built around realtime large-scale space combat - from fighters up to mile long capital ships. Ship interiors are fully playable, and players can team up to disable and board other ships and structures at will. Maps are a mixture of territory control and assault objectives, some set in space and others featuring planetary locations. We have a large array of vehicles for truly massive carnage on the ground, plenty of light spacecraft and 16 unique playable capital ships. We do all this, AND have total AI bot support (we sit and watch it play itself for hours, its quite compelling :P )

Our driving motivation for this project has been to experience vast scale battles while retaining the action FPS element. However, we never wanted to exclude the players from being in control of the vast scale experience - its pretty easy to show cutscenes of a huge fleet when youre playing an FPS, but we always wanted to FLY those ships, and not in any turn-based or pointy-clicky fashion either, we wanted to stand on the bridge and watch the neon carnage outside of the viewports as we ordered the guns to OPEN FIRE! AALLLL WEAPONS!... Our inspirations have been many, but we can simplify it down to Battlefield Versus Tie Fighter, and we have pretty much nailed it.

We are an experienced team of industry pros, a few core members who work every day on the game, and a few other occasional contributors and freelancers. Our project started out as a UT3 mod, and gained momentum, eventually achieving 3rd place overall in the 2009 MakeSomethingUnreal contest, back when making games for computers was cool :P

We had setbacks continuing the project, many folks left and many more joined us, and its been painfully slow progress, but we have achieved astounding things.
Our internal build is now playable, and we have invited a limited number of hardcore fans in to test with us. Now we need to increase the pace of production on the content and quality, in order to make a public beta release appear in a timely fashion.

We've developed a lot of custom tech for map setup which is beautifully written and easy to use, such as a custom, single object vfx system used for everything from muzzleflashes to destroyable fire hydrants to hull-drilling breach boarding effects and fully destroyable space stations, and such as the AFFassaultpoint and AFFdefensepoint actors which enable the AI to path through many disconnected areas to complete objectives - the AI will competently launch a dropship from their carrier, use it to drill into and board an enemy ship, destroy that ship from the inside and escape in stolen fighters.

So, we are putting that tech to use and developing content, and we'd like to hear from anybody interested in working on an ambitious scifi project.
We have a modest amount of money left over from our MSU prize, so we can afford to recompense people somewhat instead of just begging for help - its not huge amounts sadly.
we need the following people -

Unreal Map Artist
for work improving existing environments with proper collision, pathing and other optimisations, opportunity for creative license exists, we're designing new locations all the time but its vital to get the existing ones tip-top.
cheap pay, flexible schedule :) opportunity for more badly paid work in coming months.
required - portfolio featuring recent work with UDK, knowledge of basic unreal collision system - blockingvolumes, mesh collision. Dont need a rocket scientist, just a mechanic.

Sound Designer
for work populating the game's audio assets and improving existing assets, need lots of varied stuff from ambience to weapons and voice.
cheap pay, flexible schedule ^.^
required - portfolio, some experience of working with UDK, importing assets, placing sound in an environment, minimal scripting experience preferable - assigning sound assets to game objects etc.

If you're interested in working with us, please email me at strangelet3345@gmail.com

Check us out on Youtube
and on our home page


Thanks for your time.

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