Kyle Rogers, an ex-Spec-Ops soldier has been awoken from a very long cryostasis sleep by a young human woman, named Tori. In his sleep, the world has gone to hell and back. It is recovering from years of war and torment after a mysterious disease pushed the world into apocalypse. Kyle has amnesia but soon learns that he is the key for the survival of the human species, and that he is supposed to open a massive underground Cryostation which holds thousands of humans that can re-populate the world. But, it won’t be long before Kyle realizes there is more to this world than his mission and that the secrets of this world are more dangerous than the bacteria that caused “The Collapse” in the first place.
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concept artist leatharian studios anywhere-preferably us, uk, or canada artists intro: we here at leatharian studios are looking for an experience and dedicated concept artist. if you have skills and are interested in working on a highly organized and professional team, then read on. where the project stands: wake up call is at the first stages of production. we are working on our first gameplay slice, and we have a strong team already, but occasionally we have need for another member or two. pre-production is done, and we have a clear goal, milestones, team, and a very large design document (~70 pages) that keep us in going in a consistent direction. we also now have a growing asset bank and a huge concept art bank (examples below). who is leatharian studios: leatharian studios was founded over a year and a half ago. we strive to create detailed, deep worlds with rich narratives and immersive gameplay as the key features. our team now sits at a strong 18 members, most of which are very active in the team. since our team has been continually refined for so long, we are now composed solely of dedicated members, and you can expect our team to be one of the most solid teams you have/will ever join. what is wake up call: now, at this point you are probably wondering: "what is this wonderful game that you keep talking about?"...more or less :p. but, all joking aside, here is a pretty complete description of everything we can tell the public (and a little more). wake up call is a cinematic, single-player sci-fi fps that has a strong focus on narrative, player choice, and immersion. the narrative's details are mostly confidential, but i can tell you it is post-post-apocalyptic (150 years after apocalypse), involves amnesia, mutated humans (not zombie-like), and an emotionally wrecked, evil dictator. i can also tell you that the player plays as kyle rogers, an ex-spec-ops soldier who has been awoken from a very long cryostasis sleep by a young human woman, named tori. he has amnesia but soon learns that he is the key for the survival of the human species, and he is supposed to open a massive underground cryostation which holds over 10,000 humans (a lot considering the population of the area). needless to say, it is a pretty interesting and certainly unique storyline. more details will be given upon inquiry into the position. as for player choice and immersion, we plan on having several events in the game's story that have meaningful impacts (a reasonable number, nothing near mass effect level), as well as an emphasis on letting the player choose his play-style. the game is a mix of puzzle and combat gameplay and draws from mirror's edge and splinter cell conviction in it's gameplay design, as well as mixing in a few elements of our own design. an example would be the wrist-link, a universal hacking tool that can connect and hack many objects connected to the city's grid. we present combat, and in many cases, puzzle gameplay in a way where we provide an environment and the player decides how they want to use that environment. as for immersion, we plan on several things like, of course, the overall freedom of choice in the game, but also freedom of movement, suppression, several weapon behaviors not generally included in fpses, and an emphasis on good sound/music. awakening, new song on wake up call ost - indie db there is also a large emphasis on the atmosphere in the game. we wanted to create a true sci-fi feel that you can totally place as post-post apocalypse. we also wanted to sell the mutated aspect of the world and that this world is almost alien in its design. the forests are bright and vibrant with color and life, while the city is eerily alive. the player knows that almost no one lives in the city (at least compared to before "the collapse"), but the city still has a lot of light and vibrance to it. vistas and wide-open expanses were also an important aspect to making this world feel large and to really sell it to the player. needless to say, the game will have many large expanses and open playing fields, and it will not be all cramped corridor gameplay. what can we offer you: we can offer you a place on a solid team with lots of experience. we ask for a certain level of experience/skill, but we do not have extremely rigid requirements. we cannot offer compensation yet, but we can offer experience in working in a professional team environment and a great resume/portfolio project for all team members, and, in addition, we will offer royalties for all team members that stay all the way through production to completion. all we ask is that you are serious about the project and treat it professionally, you dedicate a decent amount of time to the project (at least 7-10 hours/week), and you always strive to create high quality content. many of our members already give >15 hours per week, so you will be expected to keep up with everyone. what makes us different: there are a few things that make us different. first, organization: we utilize several organizational programs for team and task management as well as a cohesive system to communicate and share wip and feedback with everyone else. second, dedication: we are all dedicated members that want to see this game made and want to be a part of it; we all enjoy the game's universe and narrative, and we enjoy it's gameplay aspects. third, preparation: we have finished all our pre-production work, including a very robust and detailed gdd (which is always added to and updated, but it is at a very strong point right now), technical docs (beyond the gdd), a growing asset bank, and tons of concept art. fourth, dedicated leadership: i have been with this project for over a year and a half (several months of that time was by myself), and put in 20+ hours every week; i make sure people have what they need and try to tackle our hurdles before we hit them, and i do level design for the game as well. now, hopefully you are still with us and interested in the game. here are our open spots and some basic qualifications. all members are expected to be fluent in written and verbal english and have strong teamwork skills. we also want people who are used to getting critiques of their work. concept artist: 1 open we are currently looking for a concept artist focused in environments and props to give to our art team. we have a strong concept art department as is, and you would be working with some great minds. we ask that concept artists have at least two years of experience in creating concept art for games or movies. we also prefer people who have acquired a keen eye for detail in their past work. skills in character design, 3d modeling/texturing, animation, or any other artistic skill is a plus. i know we did not show any 3d stuff in this ad, but just know that it certainly exitsts; most of it is being held under wraps for the time being until the polish is good enough. hope you liked it! be sure to apply by sending an email to firstname.lastname@example.org with a link to your portfolio if you are interested! also, follow us on indiedb and facebook for updates:
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