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Project Stealth is looking for an animator

Bored with the current gametypes? Searching for a challenge? Are you a (semi) professional animator, 3D engine specialist, UI-designer or programmer? Project Stealth is a new game in development based on the SAM gameplay.

<u>S.A.M. Stealth Action Multiplayer</u>
Working Title: <u>Project Stealth</u>
=>visit us at http://projectstealth.splintercellnetwork.com

Project Stealth started out as a response to Splinter Cell: Double Agent's online versus mode (multiplayer). As the complexity and steep learning curve were often blamed for the slow growth of Splinter Cell versus mode community, developer Ubisoft decided to make Double Agent more accessible to a larger audience. Many Pandora Tomorrow and Chaos Theory veterans were disappointed in the new versus mode and voiced their opinions on the game's message boards. Some of them decided to join forces and start their own versus mode:"Project Stealth" was born. The objective of Project Stealth is to clone the Chaos Theory versus mode at first (with own graphics/code/sounds because of copyrights), without the bugs and issues that Ubisoft has left unattended over the years. Afterwards, Project Stealth will improve the game and implement some new ideas and maybe even a couple of the few improvements from DA.
After careful consideration, the team has decided on the engine: It's going to be the Unreal 3.0 engine.

If you are new to the concept, this is how the game works. There are two teams with 2 players each: 1 team is characterized by guns with a lot of payload, heavy armored and relatively slow elite soldiers (Mercs, from Mercenaries). The other team consists of high-tech, agile, atlethic and fast Spies with nonlethal weapons. Both teams have access to a variety of gadgets to aid them in their mission. The mercs got stuff like mines, he-grenades, camnets, gasmask etc. and three vision modes (normal, EMF, movement detector). The spies got flashbangs, smoke nades, heartbeatsensor, camo suit, noise emitters etc. and their own three vision modes (normal, nightvision, thermal vision). Mercs have first person view and will play like a regular shooter with gadgets, while spies will have third person view and will play like something close to the Prince of Persia series.
The goal for the Spies is to acquire data by hacking several terminals, placing bombs or stealing disks and extracting them to a safe location. The Mercs' purpose if to prevent that. This makes for intense gameplay, which SCPT and SCCT has proven to be a success in its nice fanbase.

<u>Here are some Wallpapers featuring the already finished spy model:</u>
Posing Spy
Standing Spy
Crouching Spy

<u>Some other stuff:</u>
Spy Concept
Merc Concept
back of spy
profile of spy
front in real-time rendering
back in real-time rendering

We need self motivated committed people that will really try to finish what they start.

These are the positions we need most:

<u>Lead Programmer</u>(!!!)
-be able to work with Unreal engine 3.0, making a Total Conversion mod of Unreal Tournment 2007 upon release.

<u>Animator</u>(!!)
-be able to rig/weight and animate Spy and Merc. Preferably using Maya 8.5 so that our modeller can help. If you want to use Max or XSI, you will need to commit to the entire project. Animations will be quite dynamic and must follow the style of the Splinter Cell series.

These are positions we already have applicants, but can afford to have more of:

<u>Environment Artist</u>
-We have existing artists...but the more the better, especially if we want several maps. Will need to be able to texture and export the maps.

<u>Level Designer</u>
-Work with the Environment Artist and Programmers, using the Unreal Tournament Level Editor to build and balance the maps. Level editor experience necessary, but 3d software skills are not.

<u>2d and UI artist</u>
-create the HUD, Menus, Logos. Will need to know Adobe Photoshop, Illustrator and motion graphics are a big bonus.

This is a voluntary 'job', so unpaid. We are planning on making it a UE3 Total Conversion Mod so experience with the Unreal Engine comes in handy (for programmers). It is our expectation that the programming will not take place until sometime after Unreal Tournament 3 has been released, Q3 2007. Until then we plan to work on "Pre-production" projects such as sounds, animation, modeling and concept work.
If you are interested, visit our page to apply wink.gif

gawain
PS_dynamic.jpg
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