TheOriginalGamesta
August 27th, 2008, 02:01 PM
eam name:
Fourth Wall Entertainment
Brief description:
****TECH DEMO***
A 2D side scroller in which players can draw strikes on screen to produce sword attacks. Unique blocking and countering system. I want the game to really feel like a classic 2D side-scroller like Gunstar Heroes or Contra, but with modern gaming conventions such as action sequences (Resident Evil 4, God of War) and complex platforming. We want to add to the usual 2D forumla and make something refreshing yet familiar. We're trying to take as many art styles as possible and make it into something unique. Ideally, the sprites in the game would be detailed and fluent, taking a page out of something like Pitfall: The Mayan Adventure or Mazin Saga.
Target aim:
The final product will be retail, but the project I am looking for now will be a Tech Demo of the retail project. This tech demo will be released for free online.
Compensation:
No pay for the Tech Demo, but working on the Tech Demo may result in a (full-time pay) position on our staff once the studio is up. The material is also completely available as portfolio work.
Technology:
Flash AS2
Rigid Body physics
Talent needed:
Concept Artists: A unique art style. This being a game about Samurai, I'd rather not it be anime-ish, just from a design standpoint. I'd think it'd be interesting to see Medieval Japan in a different art style than it's usually in.
Flash Animators: The ability to create fluid and humanlike movement. There are many throws and subtle counters so paying attention to the little things is crucial. Being able to work with sprites is also needed.
Spriters: A unique and interesting art style. The ability to work with the concept art but still retain elements of your own style.
Team structure:
TheOriginalGamesta - Writer/Level Designer/Project Leader
Programmers
Lead : P0110X - Code Optimization
CtG - The Player
Aiursrage2k - Mouse Movements Recognition
DWilliams - Enemy AI
Concept Art:
Adam Aylard
Kelvin L
Website:
fourthwall.hygames.com
Contacts:
kade67@gmail.com
Additional Info:
My brother and I are in the process of opening up a game development studio in Toronto. In order to prepare a strong portfolio to attract venture capitalists and possibly publishers, we need an example of the kind of things we as a studio hope to accomplish. This project would serve as a platform to pitch our company to those that would finance us. The project will consist of a 3 level tech demo of a full game we are planning to develop. Some advantages of developing a project like this would be a secure spot in our company once it is "fully operational" as well as something to add to a resume or portfolio.
I've decided that Flash will be used to create the demo, the directive being to show the points of interest to both gamers and investors, without expending too many resources. The actual game (not the tech demo), and future projects will not be built in Flash, but another language that will be decided at a later date. As I've mentioned before, work on this project may lead to a spot our team when we open the business and of course with that is steady pay. Our philosophy is to rewrite the preconceived "formula" that have stagnated the gaming market. The bigger our budget gets, the more resources we have to innovate and build better games.
Fourth Wall Entertainment
Brief description:
****TECH DEMO***
A 2D side scroller in which players can draw strikes on screen to produce sword attacks. Unique blocking and countering system. I want the game to really feel like a classic 2D side-scroller like Gunstar Heroes or Contra, but with modern gaming conventions such as action sequences (Resident Evil 4, God of War) and complex platforming. We want to add to the usual 2D forumla and make something refreshing yet familiar. We're trying to take as many art styles as possible and make it into something unique. Ideally, the sprites in the game would be detailed and fluent, taking a page out of something like Pitfall: The Mayan Adventure or Mazin Saga.
Target aim:
The final product will be retail, but the project I am looking for now will be a Tech Demo of the retail project. This tech demo will be released for free online.
Compensation:
No pay for the Tech Demo, but working on the Tech Demo may result in a (full-time pay) position on our staff once the studio is up. The material is also completely available as portfolio work.
Technology:
Flash AS2
Rigid Body physics
Talent needed:
Concept Artists: A unique art style. This being a game about Samurai, I'd rather not it be anime-ish, just from a design standpoint. I'd think it'd be interesting to see Medieval Japan in a different art style than it's usually in.
Flash Animators: The ability to create fluid and humanlike movement. There are many throws and subtle counters so paying attention to the little things is crucial. Being able to work with sprites is also needed.
Spriters: A unique and interesting art style. The ability to work with the concept art but still retain elements of your own style.
Team structure:
TheOriginalGamesta - Writer/Level Designer/Project Leader
Programmers
Lead : P0110X - Code Optimization
CtG - The Player
Aiursrage2k - Mouse Movements Recognition
DWilliams - Enemy AI
Concept Art:
Adam Aylard
Kelvin L
Website:
fourthwall.hygames.com
Contacts:
kade67@gmail.com
Additional Info:
My brother and I are in the process of opening up a game development studio in Toronto. In order to prepare a strong portfolio to attract venture capitalists and possibly publishers, we need an example of the kind of things we as a studio hope to accomplish. This project would serve as a platform to pitch our company to those that would finance us. The project will consist of a 3 level tech demo of a full game we are planning to develop. Some advantages of developing a project like this would be a secure spot in our company once it is "fully operational" as well as something to add to a resume or portfolio.
I've decided that Flash will be used to create the demo, the directive being to show the points of interest to both gamers and investors, without expending too many resources. The actual game (not the tech demo), and future projects will not be built in Flash, but another language that will be decided at a later date. As I've mentioned before, work on this project may lead to a spot our team when we open the business and of course with that is steady pay. Our philosophy is to rewrite the preconceived "formula" that have stagnated the gaming market. The bigger our budget gets, the more resources we have to innovate and build better games.