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Concept Artist(s)/Graphic Designer(s) needed for neuberlin° | Locked | |
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May 29 2012 Anchor | |
Hey mates, My name is Lazaro and I am the Project Leader, Composer, (Small-time) Graphic Artist and Art Director for the Action Real-Time-Tactics Source Engine based mod/game NeuBerlin (stylized neuberlin°, henceforth NB); which is the spiritual successor to the Half-Life² mod NEOTOKYO° originally developed by Studio Radi-8. For further information on NB, you can look to the design document which can be found here. Current Team & Positions: Game Designer: Lazaro Aguilar Graphic Design (Needed): Lazaro Aguilar, eCho Concept Artist ( Very Much Needed): N/A Composer: Lazaro Aguilar, Ed Harrison Other Positions (Programmers, Level Designers, etc.) are to become open once needed. Current Status: Currently the soundtrack for the mod is being produced by myself, and soon to come, the original composer of NEOTOKYO°, Ed Harrison, as well. Small parts of graphic design (logos, etc.) are also being done by myself as well. Requirements: Concept Artist:
Bonus:
Graphic Designer:
Bonus:
Interested? Please note these roles are NOT for pay. Edited by: Aguila. |
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May 30 2012 Anchor | |
Neotokyo looked great, but I only played it for about two weeks. It got boring fast, there was nothing much to do differently. There are other mods I played a lot more - and they weren't looking nearly as good. How will you improve the concept to make the game last longer, this time around? --
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May 30 2012 Anchor | |
To make the game last longer and drive away from the older "stay on the map for thirty minutes, round-for-round" Counter-Strike model, I've come up with a map structure which will keep the game interesting and fast paced. It works out like a big Control Point game. Here's the original concept as seen in the design document.
Basically, short rounds on multiple maps which will drive the outcome of the game's story. Very competitive model as well not dragging the game match out longer than needed. Edited by: Aguila. |
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May 30 2012 Anchor | |
Clearly you have spend time adressing the flaws of Neo Tokyo. looks promising! If anything was wrong with it really then that there was hardly any teamplay, unless you found a server where people understood how to play the game. Maybe I didn't play long enough, maybe later a core formed and who knows, perhaps they still play. But when I played Neo Tokyo everybody would just rush and get killed. So any system that encourages some better Coop and keeps you from just running off will help improve the game. I also remember that I had a bit of a difficulty spotting enemies sometimes. They should be more distinguishable and give some more cues to who they are (e.g. through animation). There was a map in Neo Tokyo where a sniper could take you out far too often, before you realized that you can't really spot him, because he's in a shadow and completely motionless. These guys need to sneeze or something when they're camping. Also, camping can be fun, but was encouraged far too much by some maps and prop placement. Neo Tokyo was really cool and had excellent designs and great music (same composer, eh?!) I never understood why it couldn't be made to last longer with rounds offering more diversion and some real standoff situations. I think you're doing a good thing here, and being from Hamburg and knowing Berlin, I can imagine how this can look. I'd even incorporate some of the designs, like those huge, armored Mercedes Buses the Berlin Police used to have. I can imagine how Neo Berlin would give the game some weightier gear and grimmer looks. Are you gonna include real-life locations into the action of the game? Like the Tiergarten or Subway Stations in Berlin? Updated to a Neo future, of course! I'm convinced something can be made of this. I'll keep an eye out for updates. I actually can concept and do some graphic design (I work a lot with InDesign in my part time job, and Illustrator, too). Yet, I'm in over the head with work this year and can't even help another project, which I was recently working for. So, I don't want to offer help I can't afford to give right now. Edited by: SinKing --
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May 30 2012 Anchor | |
It's fine, we're all busy with life right now But, yes, real-life places turned into cyberpunk-inspired government/corporate ridden places. Also, addressing to what you said in your second paragraph, I also had trouble in not only NEOTOKYO°, but also in Counter-Strike and it's kin, where I could not tell if it was my ally or foe that I was about to shoot. This was stated in the Art Direction and Sound Direction section of the design document.
I really loved the art direction made in TF2, in terms of being able to identify whether it was ally or foe, what class they are, and the implication of what you can do to stop them. In this case, NB will address this issue with each class having to look radically different, while still have respects to the team's theme. For example in NEOTOKYO°, you could easily tell if someone was a Recon just by his/her looks. But the Assault and Support classes on both teams looked too much alike. Yes, the Support class does look bulkier, but from a distance, you can't really see the difference. In NB, we'll address the issue by having the teams look more radically different. For example, the Government will look more military-like, while the Falke Corporation will have a corporation theme (i.e. They will don a much more brighter colour scheme, have corporate logos on them, etc.). If you have ever played the game Syndicate (Either the original '93 version or the newer '12 release), each corporation (called Syndicates in-game) were dressed with respects to the corporation they worked for, as well as their body build and weapons carried. Thus making it easier for you or your team to come with a plan of attack/retreat easier. Edited by: Aguila. |
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Jun 25 2012 Anchor | ||
Hey, I just wanted to raise one concern I have about the look of the different factions. While I do agree they need to look different enough for you to know what you are aiming at (faction and class) have you considered that if one side has bright colors and logos pastered all over, while the other has darker camo colors, you might run into the problem that one side gets a natural advantage over the other? In some situations probably more than in others, but still this should be accounted for. I guess you could use this as an advantage in level design, but it would certainly make map creation a more difficult task. I think you should try to make the silhouettes for the teams and classes unique, but try not to handicap one team by making them running neon signs. I guess you could make heavy classes into bigger robots, Recons could be even skinnier and have hulking pose for example. Assuming this mod is using the basic ideas behind GITS you shouldn't be restricted to human characters. If animations are an area of concern I guess attaching class specific objects to break the silhouette could be enough also. Sorry for the long rant! While modeling is my strong side, I do want to see this project come to life. If you have a hard time finding any great concept artists, I hope that I can be of help. |
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Jun 25 2012 Anchor | |
Shhhh! But yes, I took this into consideration, and decided long before to not give the government (Heer) dark camo, to compliment Falke's colour scheme. For example, some concept art of the Heer's logo can give off some idea of it could be like. While Falke's would be more dark teal and softer orange/yellow colours. Or the invert/warmer colours of the Heer's colour scheme to represent a contrast. And, yes, we're in need of a concept artist. Edited by: Aguila. |
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Jun 25 2012 Anchor | ||
Oops! I meant hunching, not hulking. Logo looks like it's off to a good start. The top part seems a bit random at the moment, maybe play around with the negative spaces a bit. I like the colors. Orange/yellow sounds cool and would be a change from ẃhat you usually see. I'm abroad right now and won't have access to my desktop for at least another two weeks unfortunately. When I do I will be in touch though! |
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Oct 29 2012 Anchor | ||
Hey depending of your time frame I might be able to do some concept art work for you. Can you send me some time related info? |
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