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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

TseTse
08-29-2003, 11:12 AM
simply becuase i think it perhaps gives the single best directional clue about where i imagine heading... and also cuz simply that i think "Apt Pupil's" work rocks, imma repost his initial "Princess Dye-Ku" concept.

We have been working on this mod idea for year and a half, actually, and even did a version with simpel weapons, player models and a jeep on the Torque Engine a year ago (was basically a halo-style thing which only the team played).

We've refined the Design Doc many times since then, but when i saw this Concept my jaw drop, for obvious reasons.

In particular, for any artists thinking about participating, i'd point to the top right concept and how he played around with jets and light armor notions.

This model itself wouldnt really work for Quantum Cowboys, but i think this raw sense of style and MASSIVE step away from normal "marines in body armor" is a good clue for development purposes. Plus, we're eager to see both male and female concepts, and the sabre & shields are core combat and artistic concepts. :D

source: http://www.cgtalk.com/showthread.php?s=&threadid=50636&highlight=princess+dyeku

Again, I refer to this cuz 1) it rocks 2) top-right sketch steps in same type of direction we want to head in, away from "marines in armor"

http://www.magicswithin.com/extras/assasin/princessDyeKu.jpg

chrisdejoya
09-12-2003, 06:06 AM
I would find this mod stimulating if you pull it off right. there seems to be a lot of enthusiasm behind it.

I can do character designs and model sheets, but not 3d models atm. I'm booked.

Here's a Peter Pan i'm making for UT2K3

http://home2.pacific.net.ph/~cmijares8/peterpan.jpg

Also, I can make some great ragdolls if you plan to use that aspect of karma in the game. Send me the .psk's and I'll send you back a few samples.

chrisdejoya@edsamail.com.ph

TseTse
09-13-2003, 04:34 PM
Originally posted by Snowfly
I would find this mod stimulating if you pull it off right. there seems to be a lot of enthusiasm behind it.

I can do character designs and model sheets, but not 3d models atm. I'm booked.

first, i look forward to seeing that peter pan model!! hehehe

as for concepts, well... i'd really love your input, thoughts and even concepts.

im not really obsessing about the models/anims just yet, as i want to really focus in on concept work... and even some environmental stuff before we fully launch ahead (i think hitting the concept right and making the idea exciting is really required before we move ahead fully).

characters... sense of movement/combat... vehicles... and the "companion" mecha.

when i think about groups like Lucas Arts... Disney... and the Lords of animation/etc, i realize that for decades... what they do best is concept work. so, that's where i want to really put the energy and excitement.

i can try to make hacked up concepts, but... there are TALENTED people who are really brilliant at sketching and concept art. i'd much rather see some genius play around with the core ideas...

UPDATE: we have a working UT2k4 mutator and a rough version of the gun concept posted (three modelers, including myself, have hacked different versions of this).

even has working Infrared scope...

We are strongly considering Unreal2 Multiplayer as a platform to work on, as a few of us are in the closed beta (it's a lot of fun, as a game). We're being patient in terms of development time tables...

Optigon-cg
10-06-2003, 08:41 AM
Yo TseTse. I'm quite interested in this one. Drop me a line with an update if the project is still alive.

TseTse
10-10-2003, 12:51 AM
cool! you have great work there in yer gallery.

well, ill email sometime this week but also feel from to drop into our IRC channel #stg at irc.dynamix.com

also, check out this concept one of our posse cranked out a while ago.

we're still obviously in brainstorming mode.

http://dunce.3dmax.org/wip/stg_female_wip.jpg

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