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RTS game project looking for artistic workaholics

Howdy guys ,

If your interested in a challange or two for use in a rts game project, this is the advertisment to read.

STATUS OF THE PROJECT:
We are a team in the preproduction phase of an rts engine and are starting to develope visual content as we are going fowarding with early camera, controls and character(units) feel.
We are started on getting the first pieces of content into the game and seek to improve the engine visually with your help, wheres our past focus has been depth of engine, such as proof of concepts in various technology focused areas (script engine, damage system, modding structure etc etc).

THE GENRE:
The game is WW2 style rts and tanks are the main units, so if this your passion, here is the chance not to miss. Our focus is SCALE of battles similar to rome total war, the classic 'sudden strike' 2d game and blitzkrieg 1/2....

THE GOAL:
The goal of the product is to get a polished demo title running within six month and we take it from there, if the team works. Our main goal is to get there, doing our own engine and developing our skills for further challanges as team and individuals.

THE TEAM:
The team currently organized around effenciency and ambition. The team core consist of 2xprogrammer types with one having focus on game design, scripting and project management and other on implementation of ideas. We have attached a few few friendly people whom help us on case to case basis but whom lack the time to commit themselves to the project. We thus have a size of 2 to 6 depending on how you view it.

OUR TEAM SKILLS:
- Software engineer with track record of doing 3D engines, giving solid programming background to support the implementation of ideas using C++.
- mSC Computer Science & Business Administration to handle the project management cross over to the technical side with additional experience from university level course in game design and long rts gaming experience.


WHAT WE OFFER?

Deadlines, Blood, sweat, tears, loyalty and honours. We will kick start your reference sheet by making you a game developer )

F.A.Qs ...
- Salery : 0$
- Title name is irrelevant,
- We dont use time on webpages nor hang around clan forums, so dont ask.
- No page with render showcase exist. We present our product when its done.
- We dont use any other engines, its homebrew with all its charms )
- This is project done half time. Management is still tasks and deadlines, but we give freedom to decide when to work within the timeframe (usually 1-2 weeks).
- Some techs stuff done: bone handling/mechanical objects, ingame editor, descparser, loadtime desc macroes, damage system, FOW, LOS honoring targeting, movement blocking objects, simple particles and simple mission scripting .

WHAT DO WE LOOK FOR?

We look for multitalented people, to keep size and honours spread to as few people as possible. We dont want unnecessary organisational overhead, so the ideal person is 1 or 2 whom will carry thru to end of preproduction phase.

- 3d texture maker (!)
- 3d skinner (!)

- 3d low poly
- 2d photoshop artist/interface/avatar/pointers
- free hand / 2d wacomm artist

- (out of category: historian / co-content writer)

The object types we expect are general rts props (houses, buildings etc), simple mechanics (tanks, planes) and cartoon styled characters.

Excuse us if our requirements are weak, you know how programmers are ;o).

HOW TO CONTACT US ?

Should you be interested in getting into a RTS project, i suggest you compile the following lists, to clear up the confusion:

- 'What I can offer'
- 'What I expect from project'
- 'Games I like'
- 'Questions regarding the status and targets of engine'

Use either yahoo (delphi_gamedev), aim (rtsgamedev) or private Messaging on this forum to contact us.

best regards,

rtsgamedev
On behalf of the team .
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