Apprehension: Unique UT2k4 Mod seeking Concept and 3d Artists.

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  07 July 2005
Game MOD:Apprehension for UT2k4(7?!) seeking 3D Artists, Animators, and Coders.

Game play:
Quote: Take the standard RTS format and extend it into the First Person perspective. No longer are you isolated from the fight. No longer are you alone. You are on the ground with your troops. Not just that, but those troops are also intelligent players like yourself! Build a land factory and give yourself and your team access to powerful vehicles. Build up a stronghold on the map, but beware! There are others who want to destroy you, crush you into the ground and erase all memory of your existence. What are you going to do to stop them? Do you feel the Apprehension?

Quote: 4010: Two separate areas of civilization now are at full scale war with each other. Resources continue to be depleted each civilization blaming the other for the problem. Corporate HQ of the STO is breached. However, the Ruling Ancient Humans managed to escape in a large colonization warp ship pre-programmed for out of system travel. An elite force of the Fallback's is tasked to charge after them. Upon reaching the out skirts of the solar system, an unexplained wave in the warp fields shifts the trajectories of the flights causing the ships to make a long curvature flight of 1004 years. This goes unknown to the occupants as they are in in stasis.

The Apprehension team is seeking a dedicated up and coming 3D Modelers, Animators, and Texturers (or any combination of the three) to help create the Universe of Apprehension. This conversion mod based around Unreal Tournament 2004, is already past the 53% completion mark.



See third post in this thread.

3D Artist

We are seeking a variety of 3D artists. Anything from people seeking to work specifically on modeling, to solely focusing on animating. You will be assigned certain areas, from environmentals, to Characters. It all depends on your request and skill level. Your input on the mods development will not be overlooked.

Any 3D package you currently use is fine. It does however need the current Actor X plugin from Epic (free download). You will also need a legal copy of Unreal Tournament 2004 (fairly cheap these days). If you choose to animate only, you must be willing to possibly re-rig certain models if the model was created in a different program.
  • Modeling Low Poly (from 1000-7000) Models.
  • Creating UVW coordinates and different maps that corespond to "team" colors.
  • Importing Models into Unreal Editor (we will attempt to help teach you).
  • (Optional) Texturing said models
  • (Optional) Rigging and animating
Below are some examples of the organic nature we are creating. (Again, texturing will be fully reinterpreted by the concept artist).

  • Heavy Roamer & in Game (placeholder textures)

  • In Game Shot & HUD (earlier revision)

Any artist involved will gain crucial experience in a team environment. Have the ability to suggest or modify in place or future game concepts. While lastly, have their work displayed proudly (and with full credit) on various game sites.
Apprehension: RTS/FPS based off UT2004/7. New team members always welcome.

Last edited by oXYnary : 09 September 2005 at 06:54 AM.
  07 July 2005
Still Looking!!

Still looking!

Again, please visit our Game Design Document (in WIKI) to help gain a sense of what the mod encompasses. The Art Direction page should help to show the different look we are trying to create with this mod.

More Pictures.

Radial Selection Screen

ScreenShot: Shows NanoTool, and Spider Droid in distance.

ScreenShot: Shows Healthbot, and Map Enlargement

These screens are from the Mod in progress, and should not in any way reflect the final versions of environments or HUDs.
Apprehension: RTS/FPS based off UT2004/7. New team members always welcome.
  07 July 2005
Programming Help

Apprehension aims to blend the core elements of multiplayer RTS and FPS styles of gameplay, integrating the use of AI-controlled units, free placement of structures throughout the playing field, customizable weapons, and a large range of vehicles. By allowing the control of the outcome of the game through a combination of team work, tactics, and the careful use of raw resources, our aim is to attract a diverse gaming audience.


The Apprehension team is currently seeking a skilled lead programmer with proven experience in Unreal Script and previous Modding, as well as part time coders. Many of the features of the game are playable, and we're currently undergoing rigorous documentation of the game's features, and re-organizing a team after the departure of several programmers for game industry jobs and other "real life" issues. We need coders with organizational skills and a strong desire to finish a project.

Possible duties include:

  • Helping current team finish game design (your input will be greatly valued!)
  • Examining current codebase, and re-organizing where appropriate
  • Hud/Interface
  • Vehicles, including Karma physics setup and weapon scripting
  • Weapons, including weapon customization for humans and vehicles
  • RTS-style upgrade system
  • Bot and droid AI
  • Pre-game lobby for multiplayer games
Many of these features are functional but could use a lot of polish -- some features need to be implemented, and a few features still need to be designed.


Apprehension website
Apprehension wiki (game design documentation)

Q&A (based around the Programmer Recruitment sticky)

What kind of influence will the be allowed on this Mod as far as features and engine limitation or new ideas or methods?

As a Programmer lead on Apprehension, you will get an incredible amount of input on everything from game architecture, to finalizing our design document. You will also be in a lead position over other coders and the mod itself to some degree (depending on how much you want).

As a part-time coder you will also get input, while working more closely with specific artists or issues. In example, to create classes for new weaponry on vehicles and buildings, modifying AI, to optimizing for server/client balance.

What skills you have aside from 'designer'?

I am sorta the Kitchen Sink of this Mod. I took over as was mentioned earlier when some of our original members had to leave. I currently act as the mods "kitchen sink" by acting as a Artist, Project management, Scripting, Documentation. I can tell you that I am fully involved in this project and want it to see completion. I make no grandiose claims about thinking this is some sort of CS killer; it's a simply a Mod thats gameplay is slightly less used. For some of us, this means its made for fun, for others, the industry experience.

What sorts information is or needs to be documented?. Weapon sheets and descriptions, game and front end flowcharts, etc. We don't want to be waiting on you for stuff.

We have a WIKI that is well under development that acts as our Design Document. .Sorry no flowcharts in it as of yet, flowcharts will not allow easy manipulation that counters what a WIKI provides.

As for waiting, we are backlogged enough that a programmer should have plenty of options to keep us on our road map. However, I will admit that having a lead programmer help delegate such tasks will make the process flow much easier.

What, exactly, have you done already?

We have the basic game principles in place and running. Including a server connected to our repository that updates automatically when new content is added. What we don't have for actual assets, we are using placeholders (where possible). Most building can be built, resources collected, quad menus accessible.

In short, you aren't starting with someone's eye twinkle nor a Mod based around one persons idea. We are a team.


Heavy Roamer Attacking Enemy Base.

Checking on Construction of ATC Factory

Droid Factory and Health Bot.

Ordering Turret to convert.

Mini Gun firing while hit with Turret fire.

How to Apply:

Please send a PM or email to me here, respond to this thread with your interest/questions, or visit our forums and leave a message to me.
Apprehension: RTS/FPS based off UT2004/7. New team members always welcome.
  09 September 2005
Still Looking

We are actively recruiting more artistic and coding help. Because of the unfortunate strain of school, some of our members had to cut back on their output.

Per UED3. Whos to say we cannot possibly port this? We can wait until its released and twiddle our thumbs, or work and polish this in the meantime.

A new image to help show where this mod is going:

Dropship and Mood Concept by Matt Waggle
Apprehension: RTS/FPS based off UT2004/7. New team members always welcome.
  09 September 2005
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