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Sevenor: Multiplayer, Recruitment

Title: Sevenor: Multiplayer
Genre: Action/RPG/Arcade
Status: In development
Engine: Neoaxis Engine (neoaxisgroup.com)
Start date of development: May 2011
Developers:
Dmitry dpsstudio Panchenko - programmer, team leader (dpsstudio3 (at) gmail.com; ICQ: 495 525 432; Skype: dmitry-panchenko )
Michael cleadis Borodachov - gamedesigner, 3D artist, composer, concept artist
Eugene NewmanD Kovryga - concept artist
Nick NNP Porada - translator and tester

Web page: Sevenor:Multiplayer on moddb.com

Setting:
The action of the game takes place in the era of the war between 3 galaxy empires: Lexamor, Caoprium and Discidium in the period of their technical prosperity. New special mobile prototypes, named gravitanks, were created during this period.
The main feature of game universe are 3 types of basic bacteris - firyon, freeza and biozard. After their discovering, the special organizations, named Circles, were created in these empires for biofield manipulation.
Each empire chose only one type of basic bacterias, so the researchers and warriors of these empires influenced on basic bacterias using their own mind, such influence could fire or freeze the material, and corrode it as well.
Such abilities of elite warriors were taken into consideration during gravitank construction, so the special components, named bioclasters were built into each gravitank, these components allowed to concentrate biofield flow and enlarge the scale of destruction, using the influence on biofield.

Key features:
- Players' vehicle: gravitank.
The abilities of gravitank:
- jumps, pulling to any solid surfaces
- flying and amphibia modes
- Role-playing system:
- 6 base characteristics
- no strict gameplay class division
- different skills (an influence on biofield, gravitank control skills, technical skills, team/support skills)
- A variety of abilities to modify the gravitank:
- different weapons (up to 3 equipped guns per tank)
- engines
- armor
- several types of additional slots
- Multiplayer key features:
- a variety of map types (from land battles up to space combat)
- modes:
- Deathmatch
- Team Deathmatch
- Capture The Core (CTF)
- Domination (capture and control the points)
- Death Race
- Destroy The Base

Open positions:

- Low-poly 3D Artist (sci-fi, nature environment):
- good knowledge of any popular 3D designer software package (3ds max / Maya prefered)
- good skills of unwrapping
- considerable experience of creating 3D models for games (optional)
- knowledge of Photoshop/Other graphics editor that is enough to create full set of textures (diffuse, specular, normal map, emission map - all of them)

- Concept Artist:
- presence of unusual imagination without stereotypical graphics is preferred
- good knowledge of any 2D graphics editor software (Photoshop/GIMP/Corel Painter/other)
- good skills with tablet (its presence is required, too, of course)
- existence of speed-art skills is preferred, too

Obligatory requirements:
- considerable amount of dedicated time for a project - from 10 hours per week
- presence of portfolio
- desire to learn new technics and to improve your skills
- interest in the project and your position, too
- Skype/ICQ/Google Talk - the development without any operative way of communication is quite difficult

Additional (not obligatory) requirements:
- experience of work with issue trackers (Mantis/JIRA/Redmine - Redmine is used for this project) - understanding of Agile/Scrum management process is good, too
- experience of work with repository or at least understanding of why it is required (SVN is used for this project)

The project is not commercial at the current moment (there could be a possibility of bonus payment in case of successful release, that could be considered as commercially succesful ).


Screenshots of current version:

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