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UDK Tower Defence and Development Team Recruiting

Team name:
Delfone Studios

Project name:
MobAttack will be the first project. This is to join a DEVELOPMENT TEAM, there will be future products and games. This is the first game to develop a team and get to know eachother.

Brief description:
The first project is a very simple but highly fun and addicting tower defence game with several additions and a cell shaded inked graphic look. It is going to be a multiplayer online game where teams of up to 10 people can defend the headquarters and the last chance of human survivability against the approaching horde of mobs.

Target aim:
The target aim will be a very low cost (roughly $4.99 or less) price for a full edition including several more maps, mobs, and towers. With a basic edition for free.

Compensation:
We do accept contract developers, however most will be volunteer and become part of the team. All volunteers will get a section of any revenue generated depending on contribution. Most of the profit will be used to create future games. The payment structure will look like this, depending on profit made.
UDK License: 15%
Advertising/Server Costs: 5-10%
Developers/Volunteers: 50-60% (split 50-50% for programmers/artists, the leads will get more)
Future Games: rest%

Technology:

Game Engine: Unreal Development Kit

Notes: That being said you should be knowledgeable with UnrealScript, even if it is just basic. If you are not familiar with UnrealScript, I would require you to learn it and reapply.

Future Games Notes: You should be well versed on C++. Our future games will be using C++

Talent needed:

* 3d Artists
>> 3d Artists will be required to take visions or concept arts and development them into a 3d model capable of being imported into UDK. Maya and 3ds max have direct content pipelines for UDK.

Notes: Texturing skills are an asset, but not required. However your modeling skills should be high quality, you will be required to provide normal maps and already unwrapped models if you are unable to texture.

* Programmers
>> Programmers will be required to write clean and efficient unrealscript for the game. You will be working under myself and the lead programmer to develop specific sections you are put to work on. This may include networking, graphics, physics, AI, pathfinding, etc etc.

Notes: If you have a preference, please state so in your application.

Other Notes: Texture artists, sound designers/artists, riggers, animators, etc may apply but it would be a good idea for texture artists to apply based on being a concept artists, and for riggers/animators to apply being a 3d modeler.

Team structure:
* Steven Verbeek
- Lead Designer >> My role is to organize the team as well as provide the leadership of the project. I am also a programmer, 3d model, texture artist, concept artist, etc etc.
* Maurice Stromer
- Lead Programmer >> Provide the guidance if needed to those less skilled. As well as do the brute of the programming work.
* Peter Kan
- Concept Artist >> Concept the mobs into art for the 3d artists.
* Sean Diamond
- Programmer >> Assistant to Maurice, he will provide a clean and efficient code/documentation system.
* David
- Network Programmer >> Does parts of the network stuff.
* Daniel Fowler
- 3d Artist >> Model the 2d artist into 3d models
* Jeff Schufman
- 3d Artist >> Model the 2d artist into 3d models and texture.
* Leonard
- Level Designer/3d Artist >> Lead level designer and 3d artist. He will organize the level and do some technical content pipeline stuff.

Website:
http://mobattack.com currently it is just a wordpress site until the actual site is finished.

Contacts:
Email: dubcanada[at]gmail.com
MSN: betaorge[at]hotmail.com
AIM: DubTheWorld
Skype: dubcanada

Previous Work by Team:
This is our first smaller project. This will eventually fill this slot here when we work on future games.

Additional Info:

Concept Art
http://mobattack.com/screenshots/ShoppingMall_01.jpg
http://mobattack.com/screenshots/Tower_02b.jpg
http://mobattack.com/screenshots/Tower_01.jpg
http://mobattack.com/screenshots/Structure%20-%20poison%20tower.jpg
http://mobattack.com/screenshots/Structure%20-%20tower%20catapult.jpg

Actual 3d Models
http://mobattack.com/screenshots/buildings_color.jpg (not textured)
http://mobattack.com/screenshots/residential_buildings_wip02.jpg (not textured)
http://mobattack.com/screenshots/Trebuchet%20Sheep%20Presentation.jpg (not textured)
http://mobattack.com/screenshots/poison%20tower%20presentation.jpg (not textured)

Feedback:
If you have any based on my one paragraph description, go for it.

Replies

  • DarthNater
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    DarthNater polycounter lvl 10
    I have some feedback to add.... Well more of a question...

    What the hell is going on with those Poison Tower UV's?

    Nice Concept work so far...
  • Amarth93
    would be cool if you guys pulled of modelling same models but with working cellshading as its cellshading on the concept art... i love cellshaded 3d-games ^^
  • dubcanada
    DarthNater wrote: »
    I have some feedback to add.... Well more of a question...

    What the hell is going on with those Poison Tower UV's?

    Nice Concept work so far...

    The poision tower UV's are not finished. More or less just he added the modifer then rendered it. They have already been changed to look a lot better.

    Thanks. I also like cellshaded games :) our goal is to completely copy the concept art style.
  • Amarth93
    isnt it easy to make cellshaded objects?? i mean, same object, twice but 1 of them is abit enlarged so its a gap between the copies and flip the outer object polygons so its visible only from inside (thats atleast how it works in source engine).
  • dubcanada
    Yes that is how they do it. Well some atleast, there are a couple ways to do it. But thats just how the border is created. The texturing is not that easy to do, when trying to achieve pen ink results.
  • kaptainkernals
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    kaptainkernals polycounter lvl 12
    I'm a little confused with the styling. You have somewhat futuristic buildings - the shopping mall, the house and the towers that appear to be made out of concrete, glass and steel.

    And then you have medieval styled buildings and objects with the catapult tower, and that sheep catapult. That are built with wood and stone.
  • dubcanada
    I'm a little confused with the styling. You have somewhat futuristic buildings - the shopping mall, the house and the towers that appear to be made out of concrete, glass and steel.

    And then you have medieval styled buildings and objects with the catapult tower, and that sheep catapult. That are built with wood and stone.

    You bring up a good point. Allow me to clarify a few things.

    The city level (concept art for the somewhat futuristic buildings) will be made out of concrete, glass and steel. However there will be several other levels that might not be constructed from concrete, glass and steel. So I don't want to limit my towers to simple turrets with laser beams.

    The sheep catapult is more of a "luxary" tower then the normal tower within a game, and I'm not even sure if it will end up in the final product. While the plant is an actual plant it is formed from dropping a seed on the building, which then grows into a poision plant with some water.

    I hope this clarifies some things.

    Regards,
  • kaptainkernals
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    kaptainkernals polycounter lvl 12
    Yes it does, I could understand the plant, it was just the mix of styles and materials confusing me.
  • dubcanada
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