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Contract Force needs environment artist

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Contract Force is a highly customizable squad tactics/strategy game in the tradition of Jagged Alliance and X-COM. The player takes command of a force of mercenaries to wage a private little war against a powerful corporation with ambitions of global economic domination. Set a few years into the future against the moody backdrop of a lonely island in the North Pacific, the player will assemble a team of specialists, make allies or enemies of multiple factions and manage his reputation by the choices he makes throughout the game.

Let me be clear: I don’t know you. I was paid a lot of money not to know you.

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What sets Contract Force apart?

It’s war. People get killed. When and where and who, that’s on you.

  • Plausible & Fresh Scenario: We’re not calling it “realistic”, because that’s a can of worms we’re not ready to open up. But we’re aiming for a level of nuance here that, frankly, we’ve been hoping to see from other games that deal with the topics of war and violence. And we’re serving up some fresh locations and faces, too. So if you’re looking for a game that knows where the Kuriles are and what Ahmad Shah Massoud fought for, and if you’re as tired of fighting Russian Ultranationalists and evil PMCs as we are, you should come talk to us.

  • Advanced Logistics: Are you tired of playing inventory tetris or spending half an hour upgrading everyone’s gear as soon as you get your hands on better equipment? Contract Force will feature sophisticated automation that lets you do the work of setting up or changing equipment loadout once while the game handles adjusting individual characters. Even better, the game will automatically draw supplies and gear from central storage or fallen enemies to keep your mercs geared up to your specifications, and if you don’t have something in stock, it’ll tell you how much it costs to buy and how long it’ll take to ship. Grognards, don’t worry, you’ll still be able to do everything by hand and fiddle with the gear - we’re not dumbing down our underlying gear system, but we are giving you powerful new tools to manage it.

  • 4th Generation Warfare: Yeah, everybody talks about super-tactical shiny guns, but we already live in a world where you can track down anyone in the world through global intelligence networks, deploy cyberwarfare tools to disable critical infrastructure and send flying robot assassins to drop a $150,000 missile on anyone who wants to fight you. In Contract Force, you’re going to be using a lot more than bullets to win your battles.

  • Choice and Consequence: Contract Force doesn’t judge what you do - this is not a warfare ethics simulator, and we’re tired of “moral choice” that comes down to Good/Evil. But everything you do, every decision you make, leaves a mark on your record and affects how NPCs will treat you. The sad truth is, you can’t please everyone - and you’ll have a hard time making allies if you’re not willing to make enemies.

  • Moddability: If we’ve learned anything from the last few years, it’s that making a game both easy to create and easy to mod pays huge dividends down the line. So we’re focusing early in the process on making it easy to create content. Extensive scripting makes it easy to mod game mechanics and dialogue, while a WYSIWYG level editor greatly simplifies getting maps put together. With the help of our toolkit, it’ll be simple to expand the game and that will make it far easier for us and the player base to keep supporting it.
Want more information? Take a look at http://mk-scape.de/blog to stay up to date! You can find some more screenshots in the media section.

What are we looking for?

We’re businessmen. Let’s deal.

Ambitious as our plans are, we’re limited by our small team size. While our engine is making progress, we’re in dire need of level artists to help us put together a playable prototype to prove our design concepts. The current goal is to create a small map to test scripting and AI and promote the game itself. We're looking for concept designs (based on a given setting description) and especially 3d artists to turn these concepts into an actual level. Currently no organic modelling is needed, most assets are either small props or hard surface environment art (lobby, hallways, doors, etc)
If what you’ve read here has piqued your interest, please feel free to drop us an email at jobs@mk-scape.de.

Replies

  • SimonT
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    SimonT interpolator
    I had the chance to try this project and have to say that it's really cool! Besides of the graphics i liked the level editor a lot. I wish everyone would care about tools that much.

    If someone likes games like X-Com or Jagged Alliance and looks for a project to work on, this would be a very good your choice!
  • mk1x86
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    As the last applicant doesn't respond anymore I'm pushing this thread. This is a non-paid offer and it is limited to a single demo level only, so you can use it as portfolio work.
  • Devart
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    What are you looking for? A Level Designer? I could get a few fresh idea levels drawn up today if you don't mind engineering papered ink of rulered white sketch. Wacom tablets on its way...Give me a chance? Looking for portfolio design work so much....I can do character and weapon design or prop design too. Private message with info if you'd like. I won't spread sensitive info as I know how that is. I'm working on a game of my own too. Is your studio involved in future plans for a rts or rpg?
  • mk1x86
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    After looking at the first post again, I realized, I didn't make myself quite clear, so I edited the last paragraph.

    While we're looking for 3d artists, proper concepts would make the work a lot easier. Please pm me some IM contact information so I can talk to you in a more direct form. :)
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