Solarix is a first-person survival-horror game set in a beautiful (yet chaotic) science-fiction setting. The game follows the story of an electrical engineer on an off-planet colony, desperately fighting not just for his life but for what defines him as a human being. The game, story, and design are influenced by iconic science-fiction/horror games & films such as Alien, System Shock, Dead Space, and 2001: A Space Odyssey, while the gameplay is in part inspired by the stealth of Thief and Dishonored.
Our vision for the game is simple: horror that goes beyond jump-scares, into a deep feeling of unease and insecurity. Central to both story and gameplay are the monstershuman, yet totally inhumanas well as the level designhumbling in scale and filled with detailboth of which are integral to the overall atmosphere of isolation and desperation. We focus on quality over quantity and strive to maintain the initial goal: a genuinely scary game by all aspects of its existence.
We have an extensive Game Design Document written up that covers the majority of our progress in detail, which will be provided to all final members of the team.
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Above is a video an old video of the game during pre-alpha development. Since then the game has undergone drastic changes to characters, voice acting and environments etc.
Here is a link to our new unpublished video
http://www.pulsetense.com/Solarix-fly-through.flv (you will be required to watch this video with VLC media player).
What percentages of the games features are complete we hear you ask?
Environment Models: 100%
Menu/Inventory UI: 100%
Custom Kismet Code: 100%
Save System: 50%
Weapons Coding and Design: 60%
Programming: 80%
Levels (4 total): 75%
Character Models: 40%
Animations: 50%
Sound/Music: 0%
Voice Acting: 0%
Approximate Development Time Onwards: ~ 1 year before completion
So what are we looking for? Please see the positions available to apply for below, if you feel you have the necessary skills and experience wed love to hear from you via email
mark@pulsetense.com or PM me a message and we can set up a call on Skype.
3D Character Artist's responsibilities:
1) Be responsible to model new monsters, according to concept art.
2) Model high-poly version of these models to render out concept stills and to bake normal maps out of them.
3) Create uv-layouts to paint diffuse textures on the low-poly version. The textures will be of high-resolution.
4) Create Bump and Specular maps out of these diffuse textures.
5) Tweak the current zombie models & First Person Arms and go through adjustment of re-texturing process as explained above.
6) Extensive knowledge Unreal Engine's material system is also preferred but not required.
Animator's responsibilities:
1) Tweak current weapon animations and fine tune them.
2) Rig new monsters by using the current rigs as shared by other AI models
3) Create new animation sets for the monsters by using the current rigging system. This will require knowledge of UDK's animset & animtree system(s).
4) Must work with the designer and producer to help the implementation of "new monsters" as a whole and help to make them as unique and characteristic as possible.
5) Extensive knowledge of Animsets editor and Animtree editor of Unreal Engine is required.
Game/Level Designer responsibilities:
1) Work with the Lead Level Designer to tweak levels and incorporate story ideas and game-play mechanics into the mission structures.
2) After receiving an internal training on how our robust & easy and fun to use "archetype" system works, he will be responsible for weapon & inventory fine-tunings, adjustments and test them in game to reach overall balance and fun factor of game weapons and objects.
3) By using our custom kismet snippets & AI scripting; he will create puzzles and "mission conflicts" according to game's story & script.
4) Extensive kismet & matinee skills are required.
Replies
We have lots of work going underway, a new coder and new animator and new 3dartist...
We now need the following:
ParticleFX Guy:
1) He will be responsible, guess what, creating ParticleFX for weapons and tools
2) Knowledge of Unreal's Cascade system is a must since we'll be creating the effects in the engine
2D Environment Artist:
1). Create stunning concept art suitable for science-fiction setting based on our games story.
2). Use current level design in-game screens to create promotional 2d art, suitable for desktop wallpapers.
please email mark(at)pulsetense.com if interested...
Some updates to our models: