Mr_Satan
August 9th, 2005, 12:46 PM
I am a 2nd year MBA student planning on developing a career in game production. My current project is a sci-fi multiplayer mod for Source tenatively called "Xenophobia." I need a talented concept artist to bring this vision to life and jumpstart the recruitment process. As concept artist, you will have a broad amount of creative freedom - especially in regards to the alien character.
All concept drawings will retain your signature / watermark and be owned entirely by you; I will have an unlimited license to use these drawings but may not sell them. I have posted several relevant pages of the design document to give you a feel for the project. If you are interested in working on this, please email me at taylorstrait at gmail.com and please include a sample of your work. Thank you.
Compensation - Royalty-based
Taylor "Mr_Satan" Strait
[begin design document]
Xenophobia
Game Design Document
By Taylor Strait (taylorstrait at gmail.com)
In short
The climax to a sci-fi thriller film
Gameplay Summary
Xenophobia is a multiplayer Sci-Fi Action-RPG. One team represents human survivors and the other team represents vicious aliens. On the surface, gameplay for the human team is simple:
• Get to Central Processing.
• Unlock doors, if needed.
• Restore power, if needed.
• Start self-destruct sequence.
• Get to the escape pod.
Alien players respawn infinitely. Human players respawn as Aliens. When all of the human players are dead or have escaped, the round is over. Points are tallied and stats are shown, after which the next round begins.
So how is it a RPG?
Players do not have any stats nor do they collect experience. However, each human player is given a secondary objective. Though these objectives are randomly assigned, many times players’ goals will be in opposition. For example, one or more player may receive the secondary objective of “Retrieve the Alien Specimen.” At the same time, another human player may receive the secondary objective “Destroy the Alien Specimen.”
Players will be able to interact with each other in such ways as: knocking out, searching, pushing, etc. So not only will players be fighting for their survival versus a never-ending horde of vicious aliens, they will faced with unique objectives designed to make them take risks and engage in conflicts within their own team! Direct killing of teammates will be discouraged, however, the environment will provide ample opportunity for double-crosses. At the beginning of each round, players will be randomly assigned new objectives.
Art Direction
“American-style” low-tech sci-fi. No power armor. No flying suits. Only a few buckled armor plates, jeans, T-shirts, jackets, fingerless gloves, dirty leather boots, kneepads, bandages, duct tape, etc. separate the humans from alien claws. Life is dirty and messy in the future.
Player Models (skins)
Male Marine (4)
• White
• Asian
• Black
• Hispanic
Female Marine (2)
• White
• Black
Marines are your basic tough hombres. They are not, however, ready for a military inspection. Taking place after a lot of action, these marines are worn down. Armor has been ripped off, clothing torn, limbs bandaged, etc. The design of marine armor has not been finalized but it will be low-tech and realistically worn unassisted. All marines have lost their helmets but may wear bandanas, headbands, etc. All marines DO have a wireless microphone.
Male Colonist (2)
• White
• Hispanic
Female Colonist (1)
• Asian
Colonists wear slightly updated versions of modern-day street clothes. Jeans, sneakers, jackets, vests, gloves, hats, etc. Male colonists may even be out of shape. No silver jumpsuits! All colonists have been given wireless headsets for communication.
Male Technician (2)
• Black
• Asian
Female Technician (1)
• Hispanic
Technicians wear overalls and boots, gloves, hats, goggles on their head, etc. Gear for diagnosing computer systems, repairing transmissions, and fixing vending machines hang on their belts. They are essentially futuristic mechanics, troubleshooters, and handymen. All technicians have been given wireless headsets for communication.
Alien (4)
The alien has sharp teeth, claws, and a tail. Beyond that nothing has been finalized.
All concept drawings will retain your signature / watermark and be owned entirely by you; I will have an unlimited license to use these drawings but may not sell them. I have posted several relevant pages of the design document to give you a feel for the project. If you are interested in working on this, please email me at taylorstrait at gmail.com and please include a sample of your work. Thank you.
Compensation - Royalty-based
Taylor "Mr_Satan" Strait
[begin design document]
Xenophobia
Game Design Document
By Taylor Strait (taylorstrait at gmail.com)
In short
The climax to a sci-fi thriller film
Gameplay Summary
Xenophobia is a multiplayer Sci-Fi Action-RPG. One team represents human survivors and the other team represents vicious aliens. On the surface, gameplay for the human team is simple:
• Get to Central Processing.
• Unlock doors, if needed.
• Restore power, if needed.
• Start self-destruct sequence.
• Get to the escape pod.
Alien players respawn infinitely. Human players respawn as Aliens. When all of the human players are dead or have escaped, the round is over. Points are tallied and stats are shown, after which the next round begins.
So how is it a RPG?
Players do not have any stats nor do they collect experience. However, each human player is given a secondary objective. Though these objectives are randomly assigned, many times players’ goals will be in opposition. For example, one or more player may receive the secondary objective of “Retrieve the Alien Specimen.” At the same time, another human player may receive the secondary objective “Destroy the Alien Specimen.”
Players will be able to interact with each other in such ways as: knocking out, searching, pushing, etc. So not only will players be fighting for their survival versus a never-ending horde of vicious aliens, they will faced with unique objectives designed to make them take risks and engage in conflicts within their own team! Direct killing of teammates will be discouraged, however, the environment will provide ample opportunity for double-crosses. At the beginning of each round, players will be randomly assigned new objectives.
Art Direction
“American-style” low-tech sci-fi. No power armor. No flying suits. Only a few buckled armor plates, jeans, T-shirts, jackets, fingerless gloves, dirty leather boots, kneepads, bandages, duct tape, etc. separate the humans from alien claws. Life is dirty and messy in the future.
Player Models (skins)
Male Marine (4)
• White
• Asian
• Black
• Hispanic
Female Marine (2)
• White
• Black
Marines are your basic tough hombres. They are not, however, ready for a military inspection. Taking place after a lot of action, these marines are worn down. Armor has been ripped off, clothing torn, limbs bandaged, etc. The design of marine armor has not been finalized but it will be low-tech and realistically worn unassisted. All marines have lost their helmets but may wear bandanas, headbands, etc. All marines DO have a wireless microphone.
Male Colonist (2)
• White
• Hispanic
Female Colonist (1)
• Asian
Colonists wear slightly updated versions of modern-day street clothes. Jeans, sneakers, jackets, vests, gloves, hats, etc. Male colonists may even be out of shape. No silver jumpsuits! All colonists have been given wireless headsets for communication.
Male Technician (2)
• Black
• Asian
Female Technician (1)
• Hispanic
Technicians wear overalls and boots, gloves, hats, goggles on their head, etc. Gear for diagnosing computer systems, repairing transmissions, and fixing vending machines hang on their belts. They are essentially futuristic mechanics, troubleshooters, and handymen. All technicians have been given wireless headsets for communication.
Alien (4)
The alien has sharp teeth, claws, and a tail. Beyond that nothing has been finalized.