Hello, Polycount!
I'm Camille, the Art Director on
ElemenTerra VR. You can reach me at
camille@ElemenTerraVR.com for general inquiries (or just to say hi), and at
Art@ElemenTerraVR.com to apply for the art team.
ElemenTerra is a fully-immersive, virtual reality world-building sandbox game in production at USC.
We're looking to collaborate with artists skilled in:
- 3D Modeling
- UV Mapping/Texturing
- Rigging
- 3D Animation
- 2D AnimationElemenTerra offers a magically unique gaming experience centered around creation, exploration, and contemplation.
It's a thesis-level project that is expanding into the early stages of a potential start-up. We've officially been in production with our team of 35 for about 6 months, but pre-production started a year ago. Although we've got a sizable team, we have a lot to do between now and May 2015 (our public Demo date) -
We're in need of artists to hit that deadline with as much content and polish as possible.
The game itself: The player is transformed into a young nature spirit with the power to create and grow life on a barren planet. With highly-accurate motion controls, the player is capable of shaping the terrain into fantastic structures. Native user interfaces make filling the planet with plant and animal life seamless and elegant. A VR headset allows for 360˚ immersion in the 3D digital space. By March, we are on track to obtain hardware that translates physical walking into traversal within the game - including flight.
To see more, please check out our
Facebook page - we have concept art, articles, reviews, videos, photos, and the like posted.
If you'd like to be a part of one of the largest independent VR game teams (or simply have questions about it), please send an email to Art@ElemenTerraVR.com
PS - We'll be in need of
playtesters in the LA area. Hit me up at
camille@elementerravr.com if you would like to participate!
Replies
We're aiming for 3D simplistic stylization - low-poly models with flat colors, dictated by a single master color palette. This is because players have the option to make over 500k iterations of these models, we're working with voxel terrain, and we need to hit the Rift's 76 fps requirement.
Here are some examples:
Gameplay snapshot:
Desert Tree:
Player's Wand/Short Staff: [IMG]http://gamepipe.usc.edu/confluence/download/attachments/6587574/staff_medium_v02.jpg?api=v2{/IMG] Desert Cactus:[/img]
Bird:
I hope that helps!