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SpreeTree
September 9th, 2005, 06:38 AM
Brief Overview

Space: Absolute War is a turn based strategy game, based on the map sections of the Total War series (http://www.totalwar.com/community/warlord.htm). Space: AW has currently been in development for just under 12 months, and has a predicted completion date of Christmas 2005 - spring 2006.

The game allows the player to advance and expand their galactic faction through the use of military, technological or diplomatic means, giving them a varied amount of playing options. The player is able to do this while playing any of the available factions, each with their own unique unit, building and technology trees.

Space: Absolute War is also heavily scripted. Most features within the game (from gui graphics to technology and construction tree's) are editable by the end user, allowing a much longer shelf life, and for the game to be expressed in ways the original creators never for-saw.

For more information on Space: Absolute War (and to download the current build), visit the Space: Absolute War Web Site (http://mary.berlios.de/SpaceIndex.htm). This website has just recently been created for the sole purpose of advertising the game for this thread.


Project Overview


Team Name
Stuck In A Daydream


Project Name
Space: Absolute War


Project State
Pre-Alpha
* Many features are already in place, though some of the more advance features still need to be implemented.
* Art and sound are the most needed areas at the moment, hence the post
* Background engine is feature complete


Target Aim
Demo/CV Project - Free for download
* Project's main aim is to be included with CV and demo applications in the near future
* The application could be released for free download in the future depending on the quality and completion of the final project
* This project is in no-way designed to be released commercially at any point


Compensation
Accreditation only
* Your contribution will of course be credited within the game
* The project can also be included with any demo or CV application of yours if needed, as long as proper accreditation is given in all areas</font>


Technology Used
Developed using The Mary Engine (http://mary.berlios.de/), which is a home grown engine, developed in C++. Currently using DirectX, but depending on the engine development, could be ported to OpenGL and Linux in the future. Sound is provided using OpenAL or FMod (either can be chosen depending on the needs of the user).

Any art and music/sound technologies can be used as you see fit, as long as the final file format is compatible with the engine.


Talent Needed

Texture Artist
Required to produce all 2D artwork for Space: Absolute War. This will include a wide range of images, from images of space craft to icons used within the game.

There are 4 main areas the artist would be required to work.

The first is the creation of all the HUD and gui graphics within the game, both the front end art, and all the in-game HUD art. As each faction can have a separate art package associated with it, this gives the artist a wide range of styles they could work with.

Secondly, the artist would need to create the 2D pixel art required in all the information screens. When the user right clicks a ship or planet, when something is researched or when the player tries to plan a specific action (assassination, bribing, attacking etc.). All these require a small piece of art that relates to the ship, action etc. and explains, in conjunction with the information, what the ship is, what action to perform etc.

Thirdly, the artist needs to model all the planetary textures, to give the galaxy a distinctive and varied look. This will involved creating ground textures for rocky and gas planets, along with atmospheric textures.

And last of all, effect art needs to be created for all the particle effects within the game. This is the area I am currently working on, and something that will add an extra piece of eye candy to the project.

The engine fully supports animated textures, along with the engines own texture format, a .lat file. A lat file allows an animated texture to have animations names in the header of the texture, so the artist can specify with texture frames relate to which animation, without the programmer having to get involved.

There is no denying this is a large task, but it will require you to use a large number of skills, which always looks good on a CV. I am more than happy to deal with multiple artists throughout the project, as I appreciate the vast amount of work that is needed. If you feel you have the expertise to deal with only one or two areas, please get in contact.


3D Modeller
Required to model all in-game units (military space craft to diplomatic shuttles) and any planetary bodies rendered in the game.

Initially, the modeller would be expected to create military based models for in-game play (all military units are represented with one 'catch all' model - as is the norm in the Total War series), but support craft, such as spy satellites, assassination craft, diplomatic shuttles, all have their own individual model.

Planetary bodies such as planets would need to be created. Currently, planets are just a simple sphere, though I would like to include level of detail models at a later date to help with frame rate. I would also need a comet modelled. This would mainly involve the creation of a few odd shaped spherical objects, which would then be used along with various particle effects to create a comet object.

The modeller would be expected to work closely with the texture artist, as the texture artist would be creating the pixel art to represent the ships and planets on the in-game information screens.


Content Creator
Ideally, this would not be a specific post, instead carried out by the texture artist/modeller and myself. This would allow the artist a large degree of freedom in the final direction of the project.

Content needs to be added for all aspects of the game. Unit lists, construction and technology tree's all need to be designed and implemented. Systems and maps need to be designed (planets, population and initial layout), along with the final decision on the factions within the game.



Team Structure

Lee Winder - Game and Engine Programmer (For more information on my abilities and past experience, view the FAQ on the Space: Absolute War Temporary Web Site (http://mary.berlios.de/SpaceIndex.htm) - It’s near the bottom).


Website
Space: Absolute War Temporary Web Site (http://mary.berlios.de/SpaceIndex.htm)


More Information


About The Positions
I will not argue that I have asked for a lot of time and effort to be put into Space from the people that take up these positions. But that is because, as I am sure you can see, Space: Absolute War is not a small game. It will take a lot of dedication for the game to be completed, especially in the near future.

But this is not just my game. Who ever helps out on the project will get a voice in the look, feel and direction of the game, especially the artists. I am somewhat artistically challenged, and I am sure that people out there have much better ideas on ship types, constructions and possible research technology. Even the basic factions are up for grabs. I don't want people working on this game under 'my vision'. This will be our game.


Screen Shots
These are a few select screen shots of Space: Absolute War. For more images, please visit the Space: Absolute War Web Site (http://mary.berlios.de/SpaceIndex.htm)

http://mary.berlios.de/Images/01%20IngameOptions_thumb.gif (http://mary.berlios.de/Images/01%20IngameOptions.gif) http://mary.berlios.de/Images/04%20SystemProperties_thumb.gif (http://mary.berlios.de/Images/04%20SystemProperties.gif) http://mary.berlios.de/Images/10%20AssassinatingUnit_thumb.gif (http://mary.berlios.de/Images/10%20AssassinatingUnit.gif) http://mary.berlios.de/Images/14%20FactionFinances_thumb.gif (http://mary.berlios.de/Images/14%20FactionFinances.gif)


Contact Information
E-Mai - leewinder@hotmail.com
MSN - leewinder@hotmail.com
Yahoo - spreetree@yahoo.com
ICQ - 216292275

Feel free to contact me with any of the above methods. I am usually on-line most nights, and check my e-mail regularly throughout the day


Thank you for reading - Hope to hear from people soon
Spree