LegionaireJoe
08-09-2003, 08:47 AM
For those of you who don't know me, let me introduce myself!
My name is Kris Smith, though I post as “LegionaireJoe” on the forums I frequent (Polycount (http://dynamic.gamespy.com/~polycount/ubb/Ultimate.cgi?action=intro&BypassCookie=true), here at CGChat.com (http://www.cgchat.com/forum/) and the Atari UT2003 boards (http://www.ataricommunity.com/forums/forumdisplay.php?forumid=249)). I’m currently attending university with plans to major Industrial Design, but games are my passion; I can’t remember a time when I haven’t been playing games. I’ve done lots of research, read books, and spoken with people in the industry about game design and for the last six months I’ve spent almost all of my free time conceptualizing and writing a story with a fellow artist who happens to be a good friend of mine. So without further adieu, I present Unreal Fantasy.
http://members.lycos.co.uk/legionairejoe/images/splash_image.jpg
Introduction (Excerpt from the Design Doc) (http://members.lycos.co.uk/legionairejoe/unrealfantasy/design.doc)
Zelle is a desolate world, the land scared almost as much as its warriors. For centuries the magic wielding Echnir have controlled the planet, keeping the free-spirited Dwellers and their mechanical contraptions restrained and in control.
Mael is a young dweller Razorbike racer. After taking second in the Dweller Razor Tournament and wielding a Ripblade specially designed for him by his uncle, he leaves town with the “Triad” Razorbike gang, led by the legendary Malcolm, and sets out on a journey to become the best.
Mael’s plans are soon turned upside down when a young girl solicits their protection. Constantly pursued by Xondo, the High Priest of Echnir, Mael’s past unfolds to reveal the fate of all life as we know it. Will Mael run from his destiny, or will he rise to meet it?
The goal of this project is to literally make something unreal: take the traditional Japanese console RPG style game and infuse elements of the Unreal Universe into it. Just for the record, Epic Games has given their permission to use their intellectual property for this non-commercial project. A lot of personal research and studying with regards to RPG game design has been done, as well as analyzing and learning about the wide variety of RPGs available on the console systems, including the older NES & SNES games. This project has also been on the forefront of my mind everyday for the last six months, so I'm determined to see it through.
This latest iteration of the Unreal engine has SO many possibilities, yet the potential is so often ignored and we end up with tons of Counter-Strike clones. This is one of my main driving goals for this project. Create something amazing, something that cannot only be called a game, but can be called a piece of art; an experience like none other.
I’ll humbly say I’m no wiz at coding or scripting, but I can get my head around the concepts behind the basics of programming. I’ve set up a forum and have a very simple (I stress very simple) site up which links to the forum and the IRC channel. I’m not the greatest when it comes to HTML & website stuff, so we’re definitely in need of a webmaster. I’d also like to stress that I’m not just some “idea man.” I model, map, texture, and do conceptual work. I’m also 110% committed to see this to completion.
The forums can be found here: Unreal Fantasy Site (http://members.lycos.co.uk/legionairejoe/).
If you register, please ignore the error message. I don’t know how to fix that, sorry.
Here is just a bit of the work I’ve done:
Ripblade Design (http://members.lycos.co.uk/legionairejoe/unrealfantasy/ripblade.jpg)
Ripblade Designs (http://members.lycos.co.uk/legionairejoe/unrealfantasy/ripblade_designs.jpg)
Ripblade Explained (http://members.lycos.co.uk/legionairejoe/unrealfantasy/ripblade_explained.jpg)
Ripblade Model (http://members.lycos.co.uk/legionairejoe/unrealfantasy/ripblade_model.jpg)
Necris Lord (http://members.lycos.co.uk/legionairejoe/unrealfantasy/necris_lord.jpg)
I’ve done some other modeling, but I want to give people the opportunity to have a say in how the game is designed before anything is set in stone.
This was a very quick repaint in Photoshop over my friends sketch:
Malcolm Concept (http://members.lycos.co.uk/legionairejoe/unrealfantasy/malcolm_ps.jpg)
This mod is not about winning the "Make Something Unreal" contest, though I'm hoping that a good sized demo will be complete by the February deadline, but what it’s really about is having a lot of fun, pushing ourselves artistically & creatively, and finishing a project that we can proudly call our own. It’s about quality and fun, and if by meeting the contest deadline means that we loose all those elements, then I feel we can disregard the contest and take the time to finish the game right (though I'd still like to see us make it into the contest with a demo).
We’re looking for a full team:
Programmers
Character Modelers
Texture Artists
Concept Artists (Character, Mechanical, & Environmental)
Animators
Mappers/Environmental Artists
Music Composers
Sound Engineers
Website Engineer
There really isn’t a need to make some super elaborate team hierarchy where people can become overly sensitive and dramatic because they’re not the Assistant Associate Director of Internal Development. Whoop-Dee-Feckin’-Do. We all need to step up to the plate and do what we do best. That’s all I ask.
This is a learning experience for everyone and I hope we learn lots, have a great time and make a great game doing so! Thanks for taking the time to read this.
I’ll catch ya on the flip side!
-Kris Smith
I can be reached on:
AIM - LegionaireJoe
MSN - swank_smithers@hotmail.com
My name is Kris Smith, though I post as “LegionaireJoe” on the forums I frequent (Polycount (http://dynamic.gamespy.com/~polycount/ubb/Ultimate.cgi?action=intro&BypassCookie=true), here at CGChat.com (http://www.cgchat.com/forum/) and the Atari UT2003 boards (http://www.ataricommunity.com/forums/forumdisplay.php?forumid=249)). I’m currently attending university with plans to major Industrial Design, but games are my passion; I can’t remember a time when I haven’t been playing games. I’ve done lots of research, read books, and spoken with people in the industry about game design and for the last six months I’ve spent almost all of my free time conceptualizing and writing a story with a fellow artist who happens to be a good friend of mine. So without further adieu, I present Unreal Fantasy.
http://members.lycos.co.uk/legionairejoe/images/splash_image.jpg
Introduction (Excerpt from the Design Doc) (http://members.lycos.co.uk/legionairejoe/unrealfantasy/design.doc)
Zelle is a desolate world, the land scared almost as much as its warriors. For centuries the magic wielding Echnir have controlled the planet, keeping the free-spirited Dwellers and their mechanical contraptions restrained and in control.
Mael is a young dweller Razorbike racer. After taking second in the Dweller Razor Tournament and wielding a Ripblade specially designed for him by his uncle, he leaves town with the “Triad” Razorbike gang, led by the legendary Malcolm, and sets out on a journey to become the best.
Mael’s plans are soon turned upside down when a young girl solicits their protection. Constantly pursued by Xondo, the High Priest of Echnir, Mael’s past unfolds to reveal the fate of all life as we know it. Will Mael run from his destiny, or will he rise to meet it?
The goal of this project is to literally make something unreal: take the traditional Japanese console RPG style game and infuse elements of the Unreal Universe into it. Just for the record, Epic Games has given their permission to use their intellectual property for this non-commercial project. A lot of personal research and studying with regards to RPG game design has been done, as well as analyzing and learning about the wide variety of RPGs available on the console systems, including the older NES & SNES games. This project has also been on the forefront of my mind everyday for the last six months, so I'm determined to see it through.
This latest iteration of the Unreal engine has SO many possibilities, yet the potential is so often ignored and we end up with tons of Counter-Strike clones. This is one of my main driving goals for this project. Create something amazing, something that cannot only be called a game, but can be called a piece of art; an experience like none other.
I’ll humbly say I’m no wiz at coding or scripting, but I can get my head around the concepts behind the basics of programming. I’ve set up a forum and have a very simple (I stress very simple) site up which links to the forum and the IRC channel. I’m not the greatest when it comes to HTML & website stuff, so we’re definitely in need of a webmaster. I’d also like to stress that I’m not just some “idea man.” I model, map, texture, and do conceptual work. I’m also 110% committed to see this to completion.
The forums can be found here: Unreal Fantasy Site (http://members.lycos.co.uk/legionairejoe/).
If you register, please ignore the error message. I don’t know how to fix that, sorry.
Here is just a bit of the work I’ve done:
Ripblade Design (http://members.lycos.co.uk/legionairejoe/unrealfantasy/ripblade.jpg)
Ripblade Designs (http://members.lycos.co.uk/legionairejoe/unrealfantasy/ripblade_designs.jpg)
Ripblade Explained (http://members.lycos.co.uk/legionairejoe/unrealfantasy/ripblade_explained.jpg)
Ripblade Model (http://members.lycos.co.uk/legionairejoe/unrealfantasy/ripblade_model.jpg)
Necris Lord (http://members.lycos.co.uk/legionairejoe/unrealfantasy/necris_lord.jpg)
I’ve done some other modeling, but I want to give people the opportunity to have a say in how the game is designed before anything is set in stone.
This was a very quick repaint in Photoshop over my friends sketch:
Malcolm Concept (http://members.lycos.co.uk/legionairejoe/unrealfantasy/malcolm_ps.jpg)
This mod is not about winning the "Make Something Unreal" contest, though I'm hoping that a good sized demo will be complete by the February deadline, but what it’s really about is having a lot of fun, pushing ourselves artistically & creatively, and finishing a project that we can proudly call our own. It’s about quality and fun, and if by meeting the contest deadline means that we loose all those elements, then I feel we can disregard the contest and take the time to finish the game right (though I'd still like to see us make it into the contest with a demo).
We’re looking for a full team:
Programmers
Character Modelers
Texture Artists
Concept Artists (Character, Mechanical, & Environmental)
Animators
Mappers/Environmental Artists
Music Composers
Sound Engineers
Website Engineer
There really isn’t a need to make some super elaborate team hierarchy where people can become overly sensitive and dramatic because they’re not the Assistant Associate Director of Internal Development. Whoop-Dee-Feckin’-Do. We all need to step up to the plate and do what we do best. That’s all I ask.
This is a learning experience for everyone and I hope we learn lots, have a great time and make a great game doing so! Thanks for taking the time to read this.
I’ll catch ya on the flip side!
-Kris Smith
I can be reached on:
AIM - LegionaireJoe
MSN - swank_smithers@hotmail.com
