This link will give you access to the main OverDose website where all the news gets posted first, as well as access to the [TBG] forums, which we think of as kind of our "EXTRA!" area. We post a lot of development junk, pictures and info in there that doesn't make it to the main sites, so if you want first hand access to the inner workings of OverDose, get your filthy mitts on a forum account and get posting!
[TBG] In Need Of Weapon Concept Artists
[TBG] is currently looking for any experienced (Or not, as long as you hit the spot!) weapon concept artists to help with some of our in-game weaponry designs. Construction and texturing isn't essential, so as long as you can come up with some interesting designs based mainly on real world design styles (i.e. nothing too alien-ish) then its all gravy.
What we are looking for:
â€¢Â Create xyz concepts to a high degree of detail that can be used to create high polygon models from.
â€¢Â Can create mock ups such as first person views, provide detailed close ups of special areas if required. This is not essential.
â€¢Â Can work in colour and/or black as white, no preference.
â€¢Â Understands that OverDose as a design isn't clean or tidy, so a pristine m-16 isn't exactly fitting. OverDose is all about rust, damage, decay, and while the CMC (Human) side is mostly what our weapons would look like if left un-cleaned for a long time, the MDR (Mutated) side is made up of bolted on, really rough savage design styles.
â€¢Â Can plan ahead to fit different attachments to said weapons as needed (See game design doc).
â€¢Â Somebody who doesn't mind doing said work to a nice standard for free for an indie team.
If this sounds up your street as something you could manage, let me know. You can contact me on various ways:
Here's some useful links to OverDose:
And a few shots of the game:
And of course, a few videos as well:
(More videos and pics on the web sites)
Well like I said, if this sounds like something you could handle then by all means get in touch. OverDose has a hard time finding members to help with its quite large work load for some reason, but we won't be going anyway.