TseTse
08-29-2003, 11:00 AM
Hi. Looking for artists & especially character concepts. :D
I figured it was about time to post and see if anybody bites. I'm with a mod team working on a project we're calling Quantum Cowboys. The idea is basically a mod for unreal engine (for ut2k4, Unreal2 XMP or Tribes: Vengeance - undecided, but we're working on ut2k3 platform atm).
http://www.stgstudios.com/docs/Cowboys/
There you can see a short overview of the idea, and at the top is also a link to an earlier, more robust Design Doc. We're stepping back the flushed out design from previously to really focus on some core artistic concepts. Hence, here I am. You can see some of my own level design/concept work here (http://stg.3dmax.org/team/TseTse.html).
If you want more info, please email me (tsetse@3dmax.org) or swing into irc.dynamix.com #stg
IN A NUTSHELL, I want to find concept artists and animators who really want to get creative here, and will enjoy pushing this project visually. We're a very serious team, mostly made of mappers and modelers. Several on the team have done pro game development before.
I am lookin for new character concepts, which reflect a world of 2100AD in space... but not your normal "marines in body armor" concepts. In fact, "Apt Pupil's" Princess Dye-Ku is perhaps the closest thign ive seen yet to the style direction id dream of this game goign towards (especially the top right sketch he posted here (http://www.cgtalk.com/showthread.php?s=&threadid=50636&highlight=princess+dyeku) - yes, ive emailed him privately, but he's unavailable to help us with concept art).
Quantum Cowboys: key elements
1. Development to be driven by simplicity of gameplay and solid art, not dramatically complex game designs with tons of assets and such (we're fans of that, but we want that simple, popular "counter strike" element at the core).
2. Players will have really fun movement, with jetpacks and jump-boots adding nice 'Burst' elements on top of normal "run and gun" gameplay.
3. Gameplay will be supplemented by AI droids and vehicles, along with a simple resource management system... but will revolve primarily around a VERY small weapon set and run-and-gun action. All the cool supplemental assets will be just that, extra and balanced around that core. Vehicles will be simple, and oriented around transport & tactics, rather than merely combat.
4. A unique mix of melee, tactical teamplay set within a not-too-distant futuristic universe. Most futuristic games tend to have lots of "bew bew" laser guns and gameplay which revolves around "splash damage." We want to, in a sense, provide something more like the WWII/Realism tactics but set in the future... but not too distant future.
5. Art art art. We want compelling environments and assets, which is fun to develop and consistent for an emersive game experience.
6. Core combat elements = the rifle, shield, sabre + burst tools (jets and/or jumpboots)
Anyways, you get the idea.
Equipment Concepts - Composite I (player model is from ut2k3)
http://www.stgstudios.com/docs/Cowboys/media/Composite2.jpg
Here's a PS concept weapon, which will be the core weapon. This is actually 90% coded and working, with working model(s) being finished at the moment. This, along with the player physics, we hope to be playtesting in some draft map layouts very soon.
http://www.stgstudios.com/docs/Cowboys/media/QM203Rifle2.jpg
Here's another render done with the UT2k3 player, but which conveys the idea for the shield and the "jump boots" (based on stiltwerk's velocity stilts)
In a nutshell, id like to keep doing concept wrk in the coming months, using our own characters... and building the core gameplay elements ingame as we systematically move ahead over the next 1-1.5 years.
These "jump boots" would deploy off the player's boots, btw, and are really to be used temporarily for fast movement and bigger jumps. You get the idea... (again, the player model is from ut2k3 and doesnt exactly reflect what we're after)
http://www.stgstudios.com/docs/Cowboys/media/JumpBoots1.jpg
I figured it was about time to post and see if anybody bites. I'm with a mod team working on a project we're calling Quantum Cowboys. The idea is basically a mod for unreal engine (for ut2k4, Unreal2 XMP or Tribes: Vengeance - undecided, but we're working on ut2k3 platform atm).
http://www.stgstudios.com/docs/Cowboys/
There you can see a short overview of the idea, and at the top is also a link to an earlier, more robust Design Doc. We're stepping back the flushed out design from previously to really focus on some core artistic concepts. Hence, here I am. You can see some of my own level design/concept work here (http://stg.3dmax.org/team/TseTse.html).
If you want more info, please email me (tsetse@3dmax.org) or swing into irc.dynamix.com #stg
IN A NUTSHELL, I want to find concept artists and animators who really want to get creative here, and will enjoy pushing this project visually. We're a very serious team, mostly made of mappers and modelers. Several on the team have done pro game development before.
I am lookin for new character concepts, which reflect a world of 2100AD in space... but not your normal "marines in body armor" concepts. In fact, "Apt Pupil's" Princess Dye-Ku is perhaps the closest thign ive seen yet to the style direction id dream of this game goign towards (especially the top right sketch he posted here (http://www.cgtalk.com/showthread.php?s=&threadid=50636&highlight=princess+dyeku) - yes, ive emailed him privately, but he's unavailable to help us with concept art).
Quantum Cowboys: key elements
1. Development to be driven by simplicity of gameplay and solid art, not dramatically complex game designs with tons of assets and such (we're fans of that, but we want that simple, popular "counter strike" element at the core).
2. Players will have really fun movement, with jetpacks and jump-boots adding nice 'Burst' elements on top of normal "run and gun" gameplay.
3. Gameplay will be supplemented by AI droids and vehicles, along with a simple resource management system... but will revolve primarily around a VERY small weapon set and run-and-gun action. All the cool supplemental assets will be just that, extra and balanced around that core. Vehicles will be simple, and oriented around transport & tactics, rather than merely combat.
4. A unique mix of melee, tactical teamplay set within a not-too-distant futuristic universe. Most futuristic games tend to have lots of "bew bew" laser guns and gameplay which revolves around "splash damage." We want to, in a sense, provide something more like the WWII/Realism tactics but set in the future... but not too distant future.
5. Art art art. We want compelling environments and assets, which is fun to develop and consistent for an emersive game experience.
6. Core combat elements = the rifle, shield, sabre + burst tools (jets and/or jumpboots)
Anyways, you get the idea.
Equipment Concepts - Composite I (player model is from ut2k3)
http://www.stgstudios.com/docs/Cowboys/media/Composite2.jpg
Here's a PS concept weapon, which will be the core weapon. This is actually 90% coded and working, with working model(s) being finished at the moment. This, along with the player physics, we hope to be playtesting in some draft map layouts very soon.
http://www.stgstudios.com/docs/Cowboys/media/QM203Rifle2.jpg
Here's another render done with the UT2k3 player, but which conveys the idea for the shield and the "jump boots" (based on stiltwerk's velocity stilts)
In a nutshell, id like to keep doing concept wrk in the coming months, using our own characters... and building the core gameplay elements ingame as we systematically move ahead over the next 1-1.5 years.
These "jump boots" would deploy off the player's boots, btw, and are really to be used temporarily for fast movement and bigger jumps. You get the idea... (again, the player model is from ut2k3 and doesnt exactly reflect what we're after)
http://www.stgstudios.com/docs/Cowboys/media/JumpBoots1.jpg
