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Filling out my team for Project Aurora, a top-down shooter

  • Phoenix2518
  • April 21, 2012 at 1:05 AM
  • Phoenix2518
    • April 21, 2012 at 1:05 AM
    • #1

    Introduction

    I'm currently working on a top-down shooter, codenamed Aurora. It will be a multiplayer exclusive, but the backstory is set in a future where magic is real and has been exposed to the public. The player is a member of a military task force established to contain the threat of magical creatures passing into our world. Gameplay consists of an arcade-style system in which the goal is to survive increasingly difficult waves of mythically-themed enemies. The player has access to traditional weaponry, but he can also cast spells with a wide range of effects.

    Aurora is being developed using Unity and will be released on the PC.

    Features

    Here is a (not quite complete) list of features, either already implemented or planned:

    • [*:1aki59yb]8 weapons.
      [*:1aki59yb]12 spells, some of which are designed to allow players to summon fortifications and fight defensively anywhere they choose.
      [*:1aki59yb]9 enemies, some of which are not often seen in modern games (like the Minotaur). All are based on myth or folklore.
      [*:1aki59yb]8 - 10 highly diverse maps (each concept already has a detailed description of possible features with example images). A large variety in themes and settings is intended to keep the gameplay fresh and exciting.
      [*:1aki59yb]Offline play and 4-player cooperative multiplayer.

    Playable Demo

    Many of the features listed above can be seen in a web player demo I uploaded to Kongregate. In the Instructions section beneath the game is also a link to a manual that details the various mechanics and features. Although the premise of the game is simple, I think the depth of the features implemented thus far demonstrates how much effort has gone into the game already - and I've still got a few more tricks up my sleeve.

    What We Need

    • [*:1aki59yb]Level designer. This is what we need the most right now. If this person is able to contribute his own level assets, that's fantastic. However, we already have two 3D artists on the team, so this person must be able to design fun, fluid layouts.
      [*:1aki59yb]Character modeler/texture artist/animator. I'm not necessarily expecting one person to be able to handle all of this, but it would be a bonus.
      [*:1aki59yb]Texture artist. This game is going to be heavy on weapon and spell effects. We'll also need help building the user interface.
      [*:1aki59yb]Sound designer.

    My own roles are gameplay designer and programmer.

    The assets in the Kongregate demo are all placeholder, but don't let the lack of visual flair mislead you. My vision for the art direction is pretty clear, and I've fleshed out that vision in a number of design documents. The art style will be realistic, just with a lot of exotic elements due to the inclusion of magic.

    Additional Info

    Just for the fun of it, I also drafted the script for a teaser cinematic we hope to be able to do at some point. It may give you a better sense of the creative potential this project has:

    Teaser Cinematic Script

    The process of development is new to me, as this is my first project. This means I have not yet made legal arrangements and can't enter into any formal agreements. However, as long as the project is moving forward, I will strive to make all necessary preparations. In the event that the game is financially viable, I'm sure we can come to an agreement on compensation that satisfies all involved (based on profit-sharing). In the meantime, this is a great opportunity to showcase your creativity while adding to your portfolio.

    Let me know if you're interested! I'd be happy to answer any questions about the project.

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