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Valiance Online [Profit-Share]

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Product Title:

Valiance Online


Product Overview:
Valiance Online is a sci-fi/cyberpunk, super-powered MMORPG inspired by the MMORPG City of Heroes. Valiance Online takes place in the year 2093, an era in which technology has become a primary weapon against super-powered being.

In a struggle to combat supers, humanity has began transforming themselves into a cybernetically, and genetically enhanced civilization. In Valiance Online, players assume the role of a hero or villain, in an ongoing war between opposing corporations, government organizations, and the overall population.


Development Forecast :
Valiance Online has had the fortune of beginning development with 8 years of MMO development resources at the team's disposal. With that said, the team is equipped with a powerful, custom MMO technology developed by industry professionals responsible for the technology behind games such as Asheron's Call 1 and 2, Everquest 1 and 2, and technology behind many of Turbine's most successful MMOs.

The team has spent over a year developing story elements, content, and incorporating gameplay mechanics into its current build. With a fully-playable product and a strong community behind us, we are looking to finally seize the opportunity before us. Within the next 2 months, our team is going to be pursuing crowd-funding, and need artistic talent to begin developing finalized content for our product.

The development team will be asking for a realistic amount of funding for realistic a development windows. We work in 3 month development phases where we focus strongly on specific elements of production. This month our focus is our art assets pipeline. We will focus on concept designs for both the environment and characters, and the creation of their 3D counterparts in the persistent game world.

We're looking for a dedicated group of artist with a strong portfolio and knowledge of architecture and anatomy. It's also important that artists be familiar with the science fiction and cyberpunk genres as they are the foundation of our product. All artists will be asked to demonstrate their abilities to insure that they are capable of achieving the level of quality we are looking to present.

Please keep in mind that this was just a brief demonstration of early pre-alpha gameplay, and all elements in this video, aside from the programming elements, are temporary. That includes icons, character art, and environment art.


Product Features:
(Gameplay)
• Deep Lore / History Elements
• Dynamic Event System
• Alignment System
• Crafting / Enhancement System
• Elaborate Skill Progression System
• Advanced Attribute / Skill Progression System
• Consequential Death Element
• Robust Archetype / Power Set System
• Statistic Tracking For Profiles
• Story Driven Gameplay

(World)
• Futuristic Science Fiction / Cyberpunk Environment
• Dynamic Ecosystem
• Dynamic Weather/Season System
• Home / Base Building System
• Interactive World Elements


Target Audience:
Valiance Online is designed for a broad range of player, from young adults and upwards. Drawing influence from our spiritual predecessor, City of Heroes, we will be making a product fitting for young adults as young as 13. We are also working to cater to the mature crowd. We also look to appeal to the sci-fi, cyberpunk, and comic book demography equally. Our plan is to form a truly unified gathering.


Member Compensation:
Our current business plan features a very reasonable profit share contract to insure that a percentage of each item sale will yield a payment to each team member following the release of the product. We have spoken with a few interested publishers looking to potentially partner with us in the future, but our company would first like to build a quality product first. We also have industry veterans on the business side of production looking to handle advertise, promotion, and execution of a funded, early access release campaign on Stream.

Unlike many independent development teams, our team members won't be subjected to working without some form of documented legal compensation while waiting on substantial finances to be aquired. In the event that our company (SilverHelm Studios LLC.) does acquire funding, the individual contracts do note that we will offer each member an updated contract with the "option" to chose a salary payment choice.

We aren't asking members to work unrealistic hours as the product is we do recognize the non-funded nature of our situation. However, we are a business, developing a product that currently utilizes technology worth a large sum of money. This isn't a hobbyist project and as stated before, 8 years worth of hardcore development is behind the technology we are currently developing with.

Therefore, we must operate accordingly. As stated above, we are still open to discussions with serious long-term investors, and are required to work consistently towards our alpha demonstration.

We must also stress that this is a very serious project, so should it be regarded as such. All details of development and internal/external design elements are protected by a confidentiality contract that will also be issued prior to any member joining our development team. We are always more than happy to discuss these stipulations and more information with all applicants prior to joining our team.


Development Software:
Unity 3D
Nvidia Physx
Photoshop CS5
3D Studio Max 2012
Maya 2011
Z-Brush
Blender
Gimp
MonoDevelop
Microsoft Visual Studio 2010 (C++)
Skype


Available Positions:
2 Animators/Riggers
-Animators/Riggers will weight vertices to specific bone rigs and animate them in accordance with requirements. Our company currently employs a local motion capture studio able to export motion data a 3DS max format efficiently. Therefore, we prefer our animators to be well versed in motion capture data conversion to their respective applications in the event that we are still required to utilize such information. (Reasonable knowledge of 3DS Max biped/cat and/or Maya rig and skinning procedures is required)

2 Concept Artist
-Concept artists will create 2D digital art renditions of various items to be recreated as 3D models for use in the game environment. They will be required to create various digital sketches (ink only), digital paintings (including color with minimal detail), and elaborate illustrations for promotional materials. They will be responsible for the creation of both organic and non-organic objects; including characters and environments. (Reasonable knowledge of anatomy (characters) and structural design integrity (buildings/props), painting/illustrating, and general art concepts (basic artistic principles) are required.)

2 3D Character Artists
-Character artists will create 3D character and armor meshes. They may be required to create normal maps for higher detail presentation due to the reduced mesh detail level for this type of game. (Reasonable knowledge of sculpting, normal baking, specular map creation, and retopology are required.)

2 3D Environment Artists
-Environment artists will create 3D world, structure, and objects meshes. They may be required to create normal maps for higher detail presentation due to the reduced mesh detail level for this type of game. (Reasonable knowledge of sculpting, normal baking, specular map creation, and retopology are required.)

1 Level Designers
-Level designers will create terrain blocks and apply other various sculpting and development procedures to terrain in accordance with the predefined map. They will be required to generate normal maps, height maps, and detail maps (if required) for higher detail presentation due to the reduced mesh detail level for this type of game. (Reasonable knowledge of sculpting, normal baking, specular map creation, height map generation, and minimal geology are required.)


Team structure:

Management
Project Manager (Sheri Graner Ray)
Public Relations Manager (Mitch Gross)

Design
Design Director (Nate Vogeding)
Systems Lead (Frank Ambrose)

Art
Art Director (Ben Jones)
Character Modeler (William Barry)
Environment/Character Modeler (Chris Pyne)

Writing
Content Lead (Kristina Steinhauer)
Lead Writer (Josetta Donahue)
Senior Editor (Corey Beasom)

Programming
Technical Director/Lead Programmer (Aaron Victoria)
Programmer (Jonathan Williams)
Programmer (Zach Freedman)

Audio
Composer (John Scigulinsky)
Sound Effects Engineer (Zach Striefel)
Female Voice Actress/Vocal Coordinator (Jenny Krompel)
Female Voice Actress (Laura Fedora)
Female Voice Actress (Kira "Rhina Chan" Buckland)
Male Voice Actor (Travis Crane)

Analysis)
QA Engineer (Frank Miller)
Tester (James Morose)


Development Progress:
The project is currently in a very early pre-alpha development cycle. The majority of the MMO technology is concluded, minus a few features that will set our project apart from our competitors. We've pushed our tech as hard as we could up to this current point, with 150 active players on a single zone on a rather basic server setup. Though our game isn't nearly as optimized as it could or should be, those initial tests showed us a lot about our tech and current capabilities. With our technology no longer at the forefront of development, we are now in the process of focusing on the creation of detailed story elements, compelling characters, and our visual presentation. We are about 20% away from entering the final pre-alpha stage of production.


If you're interested in joining our development team, please feel free to contact us.



Contact Information:
Email
Skype: beatsbyav


Official Sites:
Valiance Online Official Website
Valiance Online Facebook

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