Quite some time has gone by since we released the latest news for the original Mindworld Indie Game, but we are finally back to the usual schedules. This is the offical statement regarding the recent big update.
There are currently positions open for the following jobs:
• 3D Character Artist
• Texture Artist
• Concept Artist (Environment Art)
• 3D Organic Modeller
• 3D Hardsurface Modellers
• Graphic Designer (Company and Game Logo Design)
• Male Voice Actor
From Indie Game to Half-Life 2 Modification - the reason!
The reason behind the move to the Source Engine was simply the current market situation. It was not possible to find enough 3D artists to develope props for us with our quality standards in the required timeframe. Another option would have been to go for sponsoring and investors to raise the quality of each job advertisement with monetary rewards, but that didn't happen for two reasons. Number one, it would have taken a lot of time and the amount of money required didn't seem like a realistic goal. And the second reason is that I still want to finish this project without a single penny. It was a rule that I set in the earliest beginnings of development, because I know that it is possible to realize a good quality project without money and just will-power and passion.
How does this affect the game?
The only thing that changed is the quality in graphics and the fact that we are a modification now and not an indie game any longer. There haven't been any changes to the story or concept behind the game. We are still going for dramatic story-telling supported by a great soundtrack and voice acting, surrounded by interesting gameplay.
Shattered Dreams - what does it mean?
This project is parted into three chapters and the first one is called Shattered Dreams. Each chapter is going to have it's own individual modpage and release date. This being the first chapter, we are going to see how well the community responds to our game concept. It's going to have an effect on the further development of the following chapters, as we try to make our work as pleasing to the audience as we can.
What Source? UDK had way better graphics -.- !
It's true that the Unreal Engine would have given us the possibility to go for next-gen graphics, but I've already mentioned it in earlier official news on the Mindworld page that we don't really care about graphical standards. One of the reasons why we develope this game is to proof that graphics don't matter at all, if the story is pulling the player in, the gameplay challenging and fun and the atmosphere stunning enough to forget about time. We are not going to go with the trend of developing almost finished games with great graphics and nothing else, but bugs like many big companies do at the moment.
What else has changed?
There have been quite a few changes behind the scenes. I've developed a new concept for a more efficient workflow in overall game development that we haven't used before and the results are clearly showing that we are on the right way with this. Since we set the estimated release date to Q4 2012, the pressure really is on. Working with weekly schedules and doing massive amounts of organization in the background is absolutely necessary and has already proven to be very useful. Also, the team rooster has changed and was adjusted to the new goals and limits that we have.
Which members can we still expect to see in the future?
Leiste is still Co-Leader and Lead Writer of the project and is going to continue working on the story and overall development of the game. You can also still expect new pieces from Alex Michajlow, as you can already see with the new track. Plus, Kamil Orman Janowski agreed once more to write the official soundtrack for the game together with Alex' input, making him Lead Composer for the team. Our protagonist's voice is also staying the same as before (Katherine Evans voiced by Sonya). And finally, I'm still responsible for management, advertisement and PR work and art direction.
Some members had to leave the project and a few new ones are currently joining and working already.
More articles covering other positions in the team or background information about our development are going to be published monthly, every second Friday of the month.
- Kjell 'iQew' Bunjes
(Team Leader and Art Director)