"Fallen Angel" Game Demo Team needed


#1

We are looking for a few talented artists and programmers to work on a Game Demo called “Fallen Angel” that we intend on presenting to investors and possibly signing on with a bigger game company to make this project a finished retail product.

The game will be a first person shooter. Taking place in a large city environment. We are hoping to have a non linear game play much like GTA (go anywhere, do anything) And an action packed shooter with stunning visuals.

We are currently looking for just a few people to sign up for a currently unpaid project. We realize that 99.9% of independent games never get made and fewer ever make money, so we aren’t promising royalties on a dream release years from now. We have much more realistic goals. We want to complete a good amount of conceptual artwork and create a playable Demo for our game so we can pitch the idea to investors and game companies. We want to have the demo made within a couple of months. After that, if no one buys the idea, Then we all have something we can proudly add to our demo reels. If a company does pick it up, we will all get jobs with hourly pay. None of this “IF it sells you get paid.”

ok, so we are looking for:

Programmers: You must have experience. Please add a link to a project you have worked on, and explain what your part in it was, and any skills you can bring to the team.

Concept Design: Please add a link to your online portfolio.

Modeling and texture artists: Please add a link to your online portfolio.

Writers: (position needs to be filled immediately) please send a link to a full or a section of a story so we get a sense of your writing style. And know we have a rough idea of where we would like the story to go, but you will have a lot of freedom with your writing.

At the very least we will all end up with a very professional demo to add to our portfolios. We are determined to get this done within the next several months.

To apply please post your links and some brief info about you and your skills here in this thread . Thanks!

If you would like to see the quality of work to expect from the group we have so far you can see our art directors website:

http://codenothingart.com/


#2

I see you haven’t had any responses yet. So i guess i might give you some reasons why you haven’t had any yet. First of all, i have looked through your artwork, looks very good, you are very talented! So i don’t think anyone here is not replying because they are doubting the quality of your artwork.

What isn’t as obvious when reading through your message is some information most of us like to know. For example, how big is your team at the moment, and what are you going to use to build this program?

Now the demo idea is actually very good. It should be doable in a couple of months with some experienced programmers. Do you already have some artwork, like an image or two to show us the style of the game? Also, it might be a good idea to host a site about it. Most people think that the level of maturity of a project can be measured by having a site. Most just want to see some stuff before they tend to sign up.

Also, you are clearly looking for very devoted and talented people. So how much devotion are we talking about here? How many hours a week are you guys putting into this gamedemo?

I think if you answer these questions, you might get more responses. The idea sounds nice and realistic, but i guess people need some more information. Good luck!


#3

yeah, like he said :wink:


#4

hi im willing to join… though i cant say i got alot to show… one is my GSO painting which is quite noobie and another which i just finished… but as its for a mod they dont want me to show it yet :(…

anyway my skills are:
CG painting- photoshop
sketching…
Modelling - max
but i cant texture… :frowning:

some stuff u can see:
cg sketch
Colab with a friend(me painted)
sketches 1
first ever cg painting
sketches 2
3D stuff

anyway i just started to love cities/landscapes… etc and thats about it…


#5

Hey, sounds like a nice you idea you got there

If you're open to it here are a few tips / questions and suggestions.

First really take the time to think about how you want to go about this if your truly "[b]starting from scratch[/b]". 
Some of these questions really need to be addressed early on such as:

 What kind of engine are your going to build?
What 3D file format  will your engine use?
What kind of animation system will it have?
Indoor / Outdoor or hybrid rendering capabilities? 
Etc etc...

In my experience coding for several mods such as [b]Quake II[/b] /[b] III[/b] and [b]HL1[/b], the best way to attract the right attention is to prepare a full documented design document. Your design documents should be broken down into several "[b]bibles[/b]" such as graphics, sound, game play, networking, A.I. etc. Each bible should detail as much as it can in respect to the game your trying to create. Doing this will really help to get your team on board in the beginning so they know exactly what they are getting into and what the end result is going to be or planned to be :). Plus not to mention design documents help to give your programmers a mental "[b]waypoint[/b]" of where to start and what technologies to use if your building your own engine.

Speaking of building your own engine, that’s awesome if your truly thinking of going that route. Just be prepared to be spend the better part of a year to 14 months before you get to the point were you even feel like your at a “pre-demo” state of readiness. Starting from scratch really requires a dedicated coder or coders and good documentation, other factors include what technologies you choose or not choose to include as well. Although there are pro’s and cons for sure you can do it and if the engine is good then at least in the long run you will save on not having to license a proprietary technology.

On the other hand, if your looking to pitch potential distributors "[b]quickly[/b]" then I would suggested looking at some of the already in place graphic engines on the market today like, Unreal, Half Life 2 etc. Most industry guy's (or potential industry guy's) that are looking to get a quick "[b]concept[/b]" or "[b]demo[/b]" showing artist proficiency and command of the technology in use go that route. There has been successful groups that have pulled it off such as Counter Strike and Day of Defeat to name some of the most recent that have actually gotten boxed. 

In my opinion the "[b]mod[/b]" route is the quickest and lends to be more of a successful choice if your really serious.

Using one of the engines already on the market lets you focus on getting your art assets created right away, due to the fact that you can replace assets “in-game” already. Also, if you find a decent mapper and a “so so coder” to start you could get some stuff on screen fairly quickly. Later on programming wise though your going to want to find someone with pretty good overall C++ and good OOP experience along with graphics programming in “Direct X” and or “OpenGL”. If your lucky enough to get another coder, go for a guy that has experience “game programming skills” or familiar with actually making small games, he or she will be able to help get your “game play” ideas going. And yet there is still so much more :slight_smile:

Anyway, if you still decided to go with building your own engine, you still may want to consider some of the other third party engines like ORGE , Crystal Space or Torque to name a few, these would provide an excellent base to get you up and running with a little speed, not to mention you may find some programmers from those communities willing to help you.

Or you can blaze that trail of truly starting from "[b]SCRATCH[/b]" :twisted: and that’s fine too :)

Regardless, just work on your design documents because any good programmer worth his weight in [b]binary[/b] will be asking for them right off the back.

Good luck man,

Kid Mesh

#6

We are currently going to use the source engine. (Make a HalfLife 2 Mod) We would like to thank you for your support for this project. If your are wondering who I am I am the project leader for Fallen Angel. Here is one of our concept sketches that my concept artist created.

http://www.spatial-fear.com/pics/concept.jpg

If you have any other questions please contact me at

email: buch.rules@gmail.com
msn: buch_rules@hotmail.com
aim:abuch100


#7

I AM interested… BUT, I have other stuff going on, and gave up 3d modelling and animation for Lent… so, nothing doing or possible til at least Easter.

A few months back, there was a project very similar to this that someone wanted to start using the Torque Engine. Their idea was more gothic/neo dark ages type of game, etc. where you play as angels in a post apocyloptic battle between Heaven and Hell. Is this along that same sort of storyline?


#8

It is sort of like this but at the same time totally different. If you email me at buch.rules@gmail.com i can send you all of our ideas.


#9

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