TK-421 Posted December 23, 2004 Report Posted December 23, 2004 Hello there. I am the project coordinator and lead game designer at Stormforge Development. We are currently in pre-production on a Total Conversion “Umbra Pax” using VALVe Software’s Source Engine (Half-Life2). It is a First Person Shooter with RTS elements set in the future. The main game play focus is on tactical squad-based combat. Game Info: Umbra Pax is a tactical first person shooter. Set in the year 2092 the player will join the ranks of an elite peacekeeping force. As part of this force the player will have access to advanced weaponry and enhanced body armor systems. Animated billboards and other means of advertising are everywhere. High-tech vehicles and appliances are abundant. Multinational corporations seem to rule the world and there is a strong military presence on the streets of the world’s mega-cities. It is a time of relative peace. However not all is as it seems… Features: - Squad based tactical combat. Lead a squad of elite marines from your command position or enter the battlefield as a grunt. - Tactical Command View. A top down satellite view of the battlefield. Use your overview to issue commands to your troops in a typical RTS style. It is purely a tactical tool. No resource management. - Power Armor Chassis. A series of High-tech personal body armor suits. Advanced electronics, life support and hydraulics systems protected by layers of titanium and top secrete materials. - Futuristic weaponry Utilize powerful futuristic weapon systems based on scientific fact. Tired of strange lasers with funky colors and sounds? Well so are we! - Vehicles. Multiple vehicles will be available for the player to control. Examples: Fly close air support in a high-tech Gunship or man the main turret on a Tank. - Single player campaign. Advance through the ranks of the UNC military and gain access to new weaponry and technology. - Co-operative campaign mode Play through the campaign together with your friends! The single player campaign will be designed with co-op in mind. - Multiplayer Various multiplayer game modes. We have been mentioned on many Half-Life2 news sites. Here is a link to one of the articles: http://www.halflife2files.com/file.news?ID=7076 The project is rather ambitious. We are intentionally withholding a lot of our plans since we don’t want other teams stealing our ideas. Also a lot of early features get cut in most projects and we don’t want to promise too much. We hope to be counted among the best Total Conversions around and possibly land a publishing deal. To achieve that goal we need a talented and dedicated team. We already have team members to cover most areas. Our current headcount is 20 people from both Europe and USA. Some of our team has experience creating content for other Total Conversions including “Urban Terror” and “Counter-Strike”. The concept artists that we on our team are topnotch and have produced some great designs. Find a link to samples further down below. We are seeking talented CG artists that enjoy the process of games creation. What do we have to offer? To begin with we are all working for free. While there might be an opportunity to get paid later on the main reason for making this game is to get “our foot in the door” so to speak. What we can offer is the chance for you to work with a dedicated team and to expand your portfolio. Also since we are still in the predevelopment phase you will be able to influence and help shape the game design. Many games development studios see mod experience as a distinct plus. Positions that we are looking to fill: - One or more general all-around CG artists. - At least two dedicated texture artists. Skills that we are looking for in a CG artist: - Ability to make low-poly meshes (2-7k) that still look detailed. - Creation of detailed meshes using concept art as reference. - Able to make a series of UVW maps from those meshes. - Detailed texture creation (see texture artist skill list below). - Create a BONE SET from that mesh. - Experience with animation. - Familiar with the steps needed to get a model into a game engine. Skills that we are looking for in a texture artist: - UVW mapping – efficient layout skills and good eye for mapping in order to emphasize critical details in the skin - Ability to create refraction and bumpmaps. - Digital painting skills in Photoshop, Painter or similar. - At least basic understanding of polygonal 3D modeling. - Understanding of the nature of surfaces; how surfaces reflect light, attract dirt, get worn and aged. - Experience in texturing for characters, vehicles or environments. Of these skills, solid digital painting skills are prioritized. You must be aged 18 or above and willing to sign a Non-Disclosure Agreement. If you are interested then please send an e-mail with some information about yourself along with screenshots of previous work and/or a link to your portfolio to rrokamp@stormforge.dk (If you do not have anything to show then we could supply you with a piece of concept art or a model to do a test texture or mesh for.) Applicants should contact me no later than February 1st 2005. We will then conduct interviews and pick the person(s) best suited. Sample concept art by Edwin J. Schuss, Christopher M. Rubenstahl: http://www.stormforge.dk/conceptart.php Early level design WIPs to help give you an idea of the environments that will need textures and static mesh work: http://www.stormforge.dk/maps/ Team website: http://www.stormforge.dk Game website: http://www.umbrapax.com (Work in progress set to launch once we have enough content (game model renders) of sufficient quality.) Also we have an IRC channel on irc.quakenet.org #stormforge I would be happy to answer any questions that you may have. Just pop me a mail. I look forward to hearing from you! Raymond “TK-421” Rokamp Project Coordinator, Lead Game Designer Stormforge Development http://www.stormforge.dk MSN: rrokamp@hotmail.com
FrieChamp Posted December 23, 2004 Report Posted December 23, 2004 NDAs, jobinterviews, mod teams who got studio names and a "studio website". Another good example that modding gets more and more professionalized. Still 10x better than n00bs wasting one's time. So good luck with your project!
Fullauto Posted December 23, 2004 Report Posted December 23, 2004 You seem to have your act together - all the best to you
Schmung Posted December 23, 2004 Report Posted December 23, 2004 hmm, indeed. Over 18s is a bit limiting though, there are quite a few people lurking about who are yet to reach that age. Sounds very nice. I dare say you're asking a little too much though, modelling, unwrapping and texturing is fair enough, but asking that same person to rig and animate seems a bit much. Creating a decent rig is an artform in itself and while setting up a few basic bones for a gun or something is simple enough, doing a full character rig is a bitch of a thing to do. Best of luck to you though.
Zacker Posted December 28, 2004 Report Posted December 28, 2004 Serious danish modders? WTF? Why have I never heard of you before? Its the first mod of that caliber with a .dk address which I have ever seen!
FrieChamp Posted December 29, 2004 Report Posted December 29, 2004 Serious danish modders? WTF? Why have I never heard of you before? Its the first mod of that caliber with a .dk address which I have ever seen! http://www.buzzybots.dk plz (too bad the site is down by now)
Zacker Posted December 29, 2004 Report Posted December 29, 2004 I know BuzzyBots, I was there! Ditlew stopped and same did Encee, Cheesehound went to Acro and I started Sands-of-War. Noone besides me are active in the modding community anymore:( Sorry for OT.
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