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CryENGINE3 Indie Game - The Increment - Looking for staff! (Forums : Recruiting & Resumes : CryENGINE3 Indie Game - The Increment - Looking for staff!) Locked
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Squiggers
Squiggers I'm British, you Muppet.
Aug 15 2011 Anchor


The Studio:

Iron Wolf Studios began in late 2009, as a mod team working on Crysis 1. Two years on, we’re currently in the middle of developing our first title, the Increment, which you can find out more about under the Projects section. The team is made up individuals from all over the globe (But primarily Europe), and range from hobbyists to industry professionals. We are currently based in the UK, and are likely to establish ourselves here in the near future.

Project Technical Info:
Engine: CryEngine3
Genre: Tactical Shooter/FPS-RPG
Theme: Realism
Players: Single & Multiplayer
ETA First Release: Q4 2011/Q1 2012.

Project Overview

Plot Overview:
1983. The height of the Cold War.

There have been growing intelligence reports that suggest a new threat is rising. Throughout the closing months of the year, there has been a startling, and well organised increase of terrorist attacks on key NATO countries, nothing like what has come before. In this climate of fear, the rumblings from across the Iron Curtain from the Warsaw pact members may not be total coincidence...

Experience the shadowy world of the Increment through SAS Sergeant John "Paddy" Casey and his 8 man team. Your decisions will prove vital in the coming days as the world slides towards a new conflict. How will you deal with the threat, and the difficult decisions that have to be made in the coming storm?

Key Features:

  • In depth story:
    Some of the operations featured in the game are based on real operations from past and present conflicts, adapted to the time period. The storyline is based upon some real events, and a chilling whatif scenario. In our opinion, a film's or book's plot is meant to drag the player in, and immerse them; games should be no different. The player is also able to choose how to deal with targets, in a similar way to how Deus Ex allows freedom of choice.
  • RPG Elements:
    The game has been described as being a cross over between an FPS and RPG with the features we're wanting to implement. The player's actions effect how the story develops, how their teammates deal with them, and what skills they develop - We are also implementing a skilltree system, reflecting the way specialisation with certain equipment occurs, along with giving certain bonuses to the player which complement their playstyle.
  • Firearms Combat & Weapons Advantages/Disadvantages:
    One of the key things that we want to get is hardhitting, realistic combat. All weapons have their advantages, and disadvantages to other weapons - some are lighter but aren't as hardhitting, some may have more modification/improvement options, others may have greater range than others, but are slower firing.. the list goes on, which we'll cover in a news article at a later date.
  • Fluid Unarmed Combat:
    This is perhaps one of the most important features that is generally missing in many titles featuring modern conflict, the ability for the player to use close combat as a plausible option - and with that comes the realistic close combat mechanics we want to implement.
  • Customisation:
    The ability to customise equipment, and the player themselves, is nothing new - but when used in conjunction with the players stats and abilities, this becomes incredibly important. Both the players equipment, skillset/weapon specialisations, and look can be developed and customised in game, so that the player's character is suited to their playstyle.

Goals:
We are currently working towards the following goals:

  • A public tech demo release in Q4 2011/Q1 2012.
  • This will be to test out ideas with the public before the full release, along with serve as a basis to approach publishers/build support for independent funding with.

Unfortunately, we're not able to offer upfront payment, and are only able to offer payment on a royalty basis - at least until we've got financial backing at any rate, which we'll be attempting to secure with our first public release.

Media:
So you've got some idea of the work we've done, please have a look at the two links below, as they showcase most of our work (the most upto date work is on our ModDB page due to our move to CryENGINE3 from CryENGINE2.)

· Moddb.com
· Youtube.com
· Ironwolfstudios.net

Border - In CryENGINE3Border - In CryENGINE3
Border - In CryENGINE3Border - In CryENGINE3
Border - In CryENGINE3

We are still within the pre-alpha development period, and most of the footage on our Youtube is from our CE2 build, not our latest CE3 build (some shots of which are shown on the ModDB gallery.) You can also find a lot of information on our site about both the team and the project.

=====

Jobs Available:

We're currently looking for people with the following skillsets:

  • 3D Hardsurface Modelling
  • 3D Organic Modelling
  • Animator
  • C++/XML/Lua Coder
  • Flowgrapher

If you have any of those skills, please e-mail me using my e-mail below, or PM me on here.

-J
IWS Management

Site: www.ironwolfstudios.net
E-mail: jquigley@ironwolfstudios.net
Skype: j_quigley

Aug 15 2011 Anchor

Not applying, but I just wanted to say - this game looks great!

Squiggers
Squiggers I'm British, you Muppet.
Aug 19 2011 Anchor

Thanks Nvsone. :)

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