Urbansquall
July 17th, 2007, 12:59 PM
http://img.photobucket.com/albums/v133/Timpac/UncleSmasher.png
Yes we do! Indeed it's true! Do you have what it takes?
This is an intensive job that requires full time work for a period of at least one month. It is scheduled to be released in six weeks so the job will not go on past then. If you are unable to work quickly or do not have the sort of dedication necessary please do not reply to this.
-Who we are-
Urbansquall is an up and coming game company that creates predominantly short, but fun, flash games. Below are some examples of previous projects that we've completed.
http://www.arcadetown.com/battlemachyjadebandit/gameonline.asp
http://www.fukgames.com/action/zombieland.html
-Steel Paladin is...-
You will be working on a game called Steel Paladin. Steel Paladin is a tower defense game that intends to set the bar for future games of that matter. This is accomplished through support towers and a player avatar who gains spells/abilities to directly affect monsters while they are storming your stronghold.
Steel Paladin is done in isometric view (except things like avatars, ui, spells, etc...) in a steampunk/fantasy setting. Below is a preliminary shot comprised of temporary graphics designed to give an idea of how the game will ultimately look. Naturally, you'll be following this style but have the freedom to add your own style into the mix.
http://img.photobucket.com/albums/v133/Timpac/TD_Mockup.png
-Your duties are...-
Very little has been done for this game and you'll be creating graphics for almost every aspect of the game. Being able to handle many different elements of game art is a must. This includes, but is not limited to, characters, buildings, environment tilesets, and UI (user interface).
Detailed Breakdown
Title Screen (the hyphenated screens will all utilize the titlescreen as a background)
-how to play screen
-credits screen
Game Over/Results screen
Character select screen
Enemies (done in isometric, NE and SW positions)
9 total (64x64 or 128x128 in size)
-8 frame walking animation (both directions)
Towers (done in isometric, 64x64 in size)
Each tower will have four stages: base, stage1, stage2, and max. Naturally, the higher stages will be larger and more complex than their predecessors. Each tower will have a turret of some sort on top that rotates 360 degrees. The rest of the tower will remain static. The turret facings will be drawn in the available 8 frames per row on the sprite sheets starting with the south facing direction. Each frame afterwards will rotate 45 degrees clockwise.
To clarify, each row will go: s, sw, w, nw, n, ne, e, se
The tower sprite sheets will be four rows high to accommodate each stage of that specific tower.
Support Towers (altar, academy, workshop) will have four stages as well. The available 8 frames per row will be dedicated to animating them. Spinning gears, blowing flags etc…
Their directional orientation will remain the same.
Environment (done in isometric, 64x32 tiles)
The environment is a single map comprised of a tileset. The example image shows the environment in it's most basic form. Additional environmental elements (trees, rocks, etc) are also expected.
UI
The ui will be a general framework that gets used throughout the game. There are several phases (building, upgrading, attacking) which will have their respective functions/Icons overlayed on the base UI. Additionally there is a static status UI which is relatively small and simple.
Avatar
The avatar is simply a portrait that represents the player character. There are three different avatars to choose from. Alchemist, Engineer, and Templar. The size of the avatar is undecided at the moment but it shouldn't be very big.
I think that covers everything you'd be doing. If there is more that needs to be done it would be minimal. I will personally be handling particle effects which will encompass things like spells, explosions and the like.
-But how much money do I get?-
Due to the nature of the project, I'm expecting most of the applicants will be fairly experienced in freelance work and will be able to name their price. We have a budget that we'd like to operate in but ultimately it will come down to quality vs cost. Whoever offers the best bang for the buck will most likely get the job.
-Great! How do I sign up?-
You may email me at Timpopsuperstar(at)gmail(dot)com with a CV or link to your portfolio along with a quote for the project. I will be reviewing emails daily and will make sure to let you know whether or not you're being considered, promptly. Since each day that passes cuts in on the time available for the project to be finished, I will hopefully have a final decision by Friday.
Thanks for checking this out, I hope to hear from you. :)
Yes we do! Indeed it's true! Do you have what it takes?
This is an intensive job that requires full time work for a period of at least one month. It is scheduled to be released in six weeks so the job will not go on past then. If you are unable to work quickly or do not have the sort of dedication necessary please do not reply to this.
-Who we are-
Urbansquall is an up and coming game company that creates predominantly short, but fun, flash games. Below are some examples of previous projects that we've completed.
http://www.arcadetown.com/battlemachyjadebandit/gameonline.asp
http://www.fukgames.com/action/zombieland.html
-Steel Paladin is...-
You will be working on a game called Steel Paladin. Steel Paladin is a tower defense game that intends to set the bar for future games of that matter. This is accomplished through support towers and a player avatar who gains spells/abilities to directly affect monsters while they are storming your stronghold.
Steel Paladin is done in isometric view (except things like avatars, ui, spells, etc...) in a steampunk/fantasy setting. Below is a preliminary shot comprised of temporary graphics designed to give an idea of how the game will ultimately look. Naturally, you'll be following this style but have the freedom to add your own style into the mix.
http://img.photobucket.com/albums/v133/Timpac/TD_Mockup.png
-Your duties are...-
Very little has been done for this game and you'll be creating graphics for almost every aspect of the game. Being able to handle many different elements of game art is a must. This includes, but is not limited to, characters, buildings, environment tilesets, and UI (user interface).
Detailed Breakdown
Title Screen (the hyphenated screens will all utilize the titlescreen as a background)
-how to play screen
-credits screen
Game Over/Results screen
Character select screen
Enemies (done in isometric, NE and SW positions)
9 total (64x64 or 128x128 in size)
-8 frame walking animation (both directions)
Towers (done in isometric, 64x64 in size)
Each tower will have four stages: base, stage1, stage2, and max. Naturally, the higher stages will be larger and more complex than their predecessors. Each tower will have a turret of some sort on top that rotates 360 degrees. The rest of the tower will remain static. The turret facings will be drawn in the available 8 frames per row on the sprite sheets starting with the south facing direction. Each frame afterwards will rotate 45 degrees clockwise.
To clarify, each row will go: s, sw, w, nw, n, ne, e, se
The tower sprite sheets will be four rows high to accommodate each stage of that specific tower.
Support Towers (altar, academy, workshop) will have four stages as well. The available 8 frames per row will be dedicated to animating them. Spinning gears, blowing flags etc…
Their directional orientation will remain the same.
Environment (done in isometric, 64x32 tiles)
The environment is a single map comprised of a tileset. The example image shows the environment in it's most basic form. Additional environmental elements (trees, rocks, etc) are also expected.
UI
The ui will be a general framework that gets used throughout the game. There are several phases (building, upgrading, attacking) which will have their respective functions/Icons overlayed on the base UI. Additionally there is a static status UI which is relatively small and simple.
Avatar
The avatar is simply a portrait that represents the player character. There are three different avatars to choose from. Alchemist, Engineer, and Templar. The size of the avatar is undecided at the moment but it shouldn't be very big.
I think that covers everything you'd be doing. If there is more that needs to be done it would be minimal. I will personally be handling particle effects which will encompass things like spells, explosions and the like.
-But how much money do I get?-
Due to the nature of the project, I'm expecting most of the applicants will be fairly experienced in freelance work and will be able to name their price. We have a budget that we'd like to operate in but ultimately it will come down to quality vs cost. Whoever offers the best bang for the buck will most likely get the job.
-Great! How do I sign up?-
You may email me at Timpopsuperstar(at)gmail(dot)com with a CV or link to your portfolio along with a quote for the project. I will be reviewing emails daily and will make sure to let you know whether or not you're being considered, promptly. Since each day that passes cuts in on the time available for the project to be finished, I will hopefully have a final decision by Friday.
Thanks for checking this out, I hope to hear from you. :)