Fony
September 9th, 2005, 04:09 PM
Brief Overview
Kobrakai is a futuristic/realistic squad-based shooter set in an entirely fictional and immersive universe.The game will be powered by the next-generation 3D graphics engine Unreal Engine 3.0 and will include ground-breaking AI aswell as breathtaking visuals. (imagine the movie Final Fantasy, but in real-time)
Project Overview
Team Name
(To be announced)
Project Name
Kobrakai (working title)
Project State
Pre-Production
* Concept and Design phase just beginning
Target Aim
Non-Commercial Public Release
Demo/CV Project
* Projects main aim to be included in CV's / Demo applications
Compensation
Accreditation only
* Your contribution will be accredited within the game, of course
* The project could also be included in any CV's or demo applications
Technology Used
Will be developed using Unreal Engine 3.0, a commercial next-generation graphics engine. Includes incredible lighting features, aswell as full support of Shader Model 3.0.
Talent Needed
Conceptual/Technical Artists
Required to create all conceptual media
Initially, the artist would be creating pieces to lay conceptual groundwork for the rest of the project. These would include 'mood' pieces, aswell as general architecture and/or landscape art pieces.
Later on the artist would be expected to be able to create unique concepts for characters, vehicles, weapons, architecture and stylization, however they would not be expected to have in-depth experience in all of those fields.
Artists will also be responsible for creating model-sheets from which modellers can create the in-game content. These typically include 2-3 orthographic views and a perspective view aswell.
Programmers (Visual C++, UnrealScript)
Required to implement custom engine features, aswell as general implementation of content
Programmers will be required to expand the UE3 codebase aswell as write new code for custom features. A good understanding of C++ is essential, and a basic understanding of UnrealScript is a major plus.
Later on programmers will be involved in bug-testing and debugging the alpha/beta versions and final release candidate.
Current Team
Mark Edgecombe - Project Lead, Design Lead, Modeller
Tam Denholm - Webmaster
Baris Tarimcioglu - Narrative Consultation
Kyle Horn - AI Lead, Programming Lead
Website
Currently Under Construction
Contact Information
E-Mail : medgecombe@gmail.com
MSN : omglookatmeimsocool@gmail.com
Please use either of these methods to contact me if you are interested in either of the above positions.
About the positions
This is the no-bs section ;)
I won't lie and tell you that this is a dream project, because it isn't. It's going to require a lot of hard work and slogging to get through it and hit deadlines, and it isn't going to be easy for anyone.
We're planning to be using industry-revolutionising techniques in more than one area, and it's not going to be done overnight. At the very earliest we're looking at a project timeline of 12-18 months, at the earliest.
But on the upside, if we get the team positions filled, and we get cracking on with the work, at the end of the project we will hopefully end up with a retail-quality game utilising industry-leading techniques.
Surely that's a good thing to be working towards, if only to put in your CV or portfolio.
Thanks for reading, please contact me if you're interested in any of the above positions, thanks again,
Mark
Kobrakai Project Lead
Kobrakai is a futuristic/realistic squad-based shooter set in an entirely fictional and immersive universe.The game will be powered by the next-generation 3D graphics engine Unreal Engine 3.0 and will include ground-breaking AI aswell as breathtaking visuals. (imagine the movie Final Fantasy, but in real-time)
Project Overview
Team Name
(To be announced)
Project Name
Kobrakai (working title)
Project State
Pre-Production
* Concept and Design phase just beginning
Target Aim
Non-Commercial Public Release
Demo/CV Project
* Projects main aim to be included in CV's / Demo applications
Compensation
Accreditation only
* Your contribution will be accredited within the game, of course
* The project could also be included in any CV's or demo applications
Technology Used
Will be developed using Unreal Engine 3.0, a commercial next-generation graphics engine. Includes incredible lighting features, aswell as full support of Shader Model 3.0.
Talent Needed
Conceptual/Technical Artists
Required to create all conceptual media
Initially, the artist would be creating pieces to lay conceptual groundwork for the rest of the project. These would include 'mood' pieces, aswell as general architecture and/or landscape art pieces.
Later on the artist would be expected to be able to create unique concepts for characters, vehicles, weapons, architecture and stylization, however they would not be expected to have in-depth experience in all of those fields.
Artists will also be responsible for creating model-sheets from which modellers can create the in-game content. These typically include 2-3 orthographic views and a perspective view aswell.
Programmers (Visual C++, UnrealScript)
Required to implement custom engine features, aswell as general implementation of content
Programmers will be required to expand the UE3 codebase aswell as write new code for custom features. A good understanding of C++ is essential, and a basic understanding of UnrealScript is a major plus.
Later on programmers will be involved in bug-testing and debugging the alpha/beta versions and final release candidate.
Current Team
Mark Edgecombe - Project Lead, Design Lead, Modeller
Tam Denholm - Webmaster
Baris Tarimcioglu - Narrative Consultation
Kyle Horn - AI Lead, Programming Lead
Website
Currently Under Construction
Contact Information
E-Mail : medgecombe@gmail.com
MSN : omglookatmeimsocool@gmail.com
Please use either of these methods to contact me if you are interested in either of the above positions.
About the positions
This is the no-bs section ;)
I won't lie and tell you that this is a dream project, because it isn't. It's going to require a lot of hard work and slogging to get through it and hit deadlines, and it isn't going to be easy for anyone.
We're planning to be using industry-revolutionising techniques in more than one area, and it's not going to be done overnight. At the very earliest we're looking at a project timeline of 12-18 months, at the earliest.
But on the upside, if we get the team positions filled, and we get cracking on with the work, at the end of the project we will hopefully end up with a retail-quality game utilising industry-leading techniques.
Surely that's a good thing to be working towards, if only to put in your CV or portfolio.
Thanks for reading, please contact me if you're interested in any of the above positions, thanks again,
Mark
Kobrakai Project Lead