IAMS
08-14-2005, 11:03 PM
I am recruiting artists for a cartoon town simulation, similar in concept to " Animal Crossing " and with a touch of " Harvest Moon. "
Briefly, the player ( single player game ) will enter the game world as a new arrival. Over time the player ( and with some effort ) will become integrated into the tranquil and warm town life, as an accepted member of the cartoony community.
At the moment the team consists of myself as leader and programmer ( I code in Common Lisp, Scheme, C/C++, Python ) with tentative ( due to the business of daily life ) commitments from several artists ( texture, geometry ).
We will be using the Panda 3D engine ( see : www.panda3d.org ), which has exporters for Max and Maya, other geometry programs may be used provided that they export to the MS .X format.
I am looking for a small number of talented artists who can partner with me in this project --- by developing object meshes, environment geometry ( no BSP-style level editor, just export from your model program ), textures, sprites and characters.
In terms of size, the game world will have significant artwork demands --- housing, environment models, items, characters etc.
However, there are some good points to keep in mind :
We are aiming for a stylistic cartoony look --- no shaders, low poly, smooth edges, very colorful, small texture sizes. Very much in line with the " Nintendo-look " of the N64 and GameCube.
More specifically, for example...
Textures may be developed in normal fashion, there will be no shaders, simple, flat-texturing.
Meshes may be re-used, with unique textures ( i.e. one mesh, 10 textures = 10 unique chairs ) which may be of limited complexity, pallette and size ( i.e. 64x64 ). Multipart-models can help to develop an illusion of great artwork size.
As to the end-outcome : we plan on selling the game via download and in-stores ( my employer has commited to acting as intermediary and publisher, I am very confident in their abilities ).
With an equal percentage of profit for each developer ( and publisher for that matter ; no 90:10 split or vice versa ).
We have no website -- I would rather write code than develop a website, especially since I do not have any artistic ability ;)
*** I have much more detailed info. which I can provide on request i.e. design document.
Last point, I am interested in a longer-term relationship --- if you are unable to commit too much time at the moment, then nibbling at the list when you do have some free time to spare, is perfectly fine. No worries, I accept that real-life is more important, all I ask is that you set aside a small amount of time every now and then to help. Oh and also answer be sure to answer your e-mails promptly ( even a one-line " I received your mail, will get in touch later " ) :)
If you are interested in joining me in thsi effort, you can reach me at abdul @ 1000planets.com
Thank-you for your time and consideration.
Briefly, the player ( single player game ) will enter the game world as a new arrival. Over time the player ( and with some effort ) will become integrated into the tranquil and warm town life, as an accepted member of the cartoony community.
At the moment the team consists of myself as leader and programmer ( I code in Common Lisp, Scheme, C/C++, Python ) with tentative ( due to the business of daily life ) commitments from several artists ( texture, geometry ).
We will be using the Panda 3D engine ( see : www.panda3d.org ), which has exporters for Max and Maya, other geometry programs may be used provided that they export to the MS .X format.
I am looking for a small number of talented artists who can partner with me in this project --- by developing object meshes, environment geometry ( no BSP-style level editor, just export from your model program ), textures, sprites and characters.
In terms of size, the game world will have significant artwork demands --- housing, environment models, items, characters etc.
However, there are some good points to keep in mind :
We are aiming for a stylistic cartoony look --- no shaders, low poly, smooth edges, very colorful, small texture sizes. Very much in line with the " Nintendo-look " of the N64 and GameCube.
More specifically, for example...
Textures may be developed in normal fashion, there will be no shaders, simple, flat-texturing.
Meshes may be re-used, with unique textures ( i.e. one mesh, 10 textures = 10 unique chairs ) which may be of limited complexity, pallette and size ( i.e. 64x64 ). Multipart-models can help to develop an illusion of great artwork size.
As to the end-outcome : we plan on selling the game via download and in-stores ( my employer has commited to acting as intermediary and publisher, I am very confident in their abilities ).
With an equal percentage of profit for each developer ( and publisher for that matter ; no 90:10 split or vice versa ).
We have no website -- I would rather write code than develop a website, especially since I do not have any artistic ability ;)
*** I have much more detailed info. which I can provide on request i.e. design document.
Last point, I am interested in a longer-term relationship --- if you are unable to commit too much time at the moment, then nibbling at the list when you do have some free time to spare, is perfectly fine. No worries, I accept that real-life is more important, all I ask is that you set aside a small amount of time every now and then to help. Oh and also answer be sure to answer your e-mails promptly ( even a one-line " I received your mail, will get in touch later " ) :)
If you are interested in joining me in thsi effort, you can reach me at abdul @ 1000planets.com
Thank-you for your time and consideration.
