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First Person Horrorgame needs artists

Yezide
polycounter lvl 17
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Yezide polycounter lvl 17
Team name:
Not named at the moment.

Project name:
The Hatch (working title)

Brief description:
This is a first person horror adventure that focuses on physical interaction. The game will not have any guns or melee weapons so enemies have to be outsmarted and caught in traps, or just avoided.
The game has been in development since july 2005 and the engine since december 2004 (started out as a 2D engine smile.gif ). The game has a completed design document and map design. Most of the code and base models are also completed.
The team members have been part of making the following games:
Energetic (Entire game)
Fiend(Entire game)
Unbirth (Entire game, currently on hold though.)
Tactical Ops (Sound)
Tactical Ops - Crossfire (Sound, models)
Red Orchestra (Sound)

Target aim:
Shareware or Retail, we are going to try to find a publisher as soon as we get some better art. If this is not successful we will try to release it our self.

Compensation:
You will be given a percentage of the money made from the game depending on your commitment. Regrettably we have no budget to pay right away.

Technology:
We are aiming primary for Windows 2000/XP, but are planning on Mac and Linux ports as well. If possible, Xbox 360 Live is also something we want to try.
The engine is based on OpenGL (but designed with a DX port in mind) and is our own. It features real-time shadows and lighting, normal maps, post effects, custom materials, particle systems, skeletal animation and a lot more. For physics Newton Dynamics is used.
For models and levels 3ds Max and Maya are used. For 2D art, usage of Photoshop would be preferred (since there are normalmapping tools for it), however any art program could be used.

Talent needed:
We need an 2D artist that have experience in creating textures. We are also interested in 3d artist with good 2d capabilities.

Team structure:
Thomas Grip: Programming,concept art and design.
Jens Nilsson: Sound/music, level mapping and design.
Martin Thorz

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