We are seeking additional 3D and texture artists:
Formats
Static meshes: .lwo or .ase
Animated meshes: .md5mesh/.md5anim (natively converts .mb files)
Textures: .tga and optionally .dds, local/height/specular/diffuse
Budgets
We are developing with 2007 hardware in mind, and a possible migration to ET:QW for the megatexture feature. As this is also a purely single-player non-twitch game, performance is taking a passenger seat to visual quality. We're still in the process of evaluating performance with our level design approach for specific budgets, but on the high end we are targeting 20-30fps at comfortable resolutions on systems equivalent to a 7800-Ultra SLI configuration. With the high volume of props and characters on screen at a time, this means most static meshes in a 250-500 triangle range, and 1k-5k characters, with more unique models capable of being significantly higher.
Environmental modellers: to assist in the development of components for a "3d tileset," which is being used to construct a majority of background structures; low-poly/normal mapped modelling of unique architecture, map decorations, weapons, and various props, both from concept art and independently (for simple objects).
Character Modellers/Animators to create and animate a library of character models, based on existing and future concept art. Most NPCs will be derived from three male/female body types with a few types of "base" flexible clothing, easily customizable through application of different skins and decos, rigid attachments, etc.
Texture Artists to work with modellers on UV mapping and texturing our model library, to provide a consistent aesthetic that communicates the core moods+themes of the gameworld.
Comments and questions here, or PM, or email at
jlambvo@gmail.com
Be well,
Jonathan Lamb
Ground Zero Project Lead
(synopsis from our website,
www.groundzeromod.net):
Ground Zero started conceptually several years ago as a prequel to the Fallout series of CRPGs from Black Isle Studios, but has gradually morphed into a unique setting for which we are experimenting with new themes and game mechanics.
Our gameworld takes place in an alternate future that diverged from our current timeline somehwere in the early 1950s. By the year 2070, we found most of the world's fossil fuel resources consumed, global freshwater supplies shrinking rapidly, and political tensions between the two superpowers (U.S. and China) coming to a head. Some ground-breaking alternative energy sources were just being developed when the wars began. Though information on what exactly transpired at this point is sketchy, we know that China invaded the United States and were pushed back in a bloody ground war as far as Beijingwhen the bombs came down.
Most of the worlds major governments were virtually annhilated, along with any technological infrastructure that was still functioning. Many citizens survived the actual bombing, but the lack of sanitation, medical care, electricity, food, and any government support, resulted in sweeping disease and violent panic that inflicted far greater casulties than the war itself. A handful of holdout military and law-enforcement contingents might have tried to re-establish order, but most of these efforts collapsed under seas of refugees, attacks by the many rogue outlaw groups, or became corrupt and violent city states themselves.
Our game starts 30 years after the war. A mild nuclear winter has passed, and the most dangerous, widespread radioactivity has done its worst, though major cities and military targets are still uninhabitable. A few skeletal forms of civilization have begun to surface in the form of isolated, autonomous communities. Venturing into the wastes is a dangerous affair, as mere survival through any means is still the way of life for most people. With no central government, communication between settlements is limited to word of mouth through nomadic traders and travellers. Meanwhile, several major factions with conflicting ideologies are vying for control over the remainder of civilization.
You will take on the role of one survivor in southern mid-west U.S. There is no single pre-determined starting condition or history for your character. Rather than being forced into the shoes of a specific individual, you will have the option of entering the world structure from a variety of points, and can involve yourself in shaping global events as much or little as desired... but in either case, the world is not waiting for you and will evolve on its own. High-level events are be calculated transparently as time passes based on a simple strategy game played out by the computer, which in turn affects the state of low-level locations.
Though these gameplay elements are obviously important, we are above all focusing on creating an emotionally provocative experience through an aesthetically rich enviornment (aurally, visually, and interactively) and by confronting the player with serious complications dealing with the ethics of technology and knowledge, survivalism, and community versus individualism. We will avoid creating story TELLING, and instead establish a framework for highly generative, meaningful play.