Spy Model
Oct 14, 2008 Players Model 7 commentsProject Stealth's Spy Character won third place in the "Custom Character" category of Epic Games' "Make Something Unreal Contest." Model and skin by goodkebab...
Bored with the current gametypes? Searching for a challenge? Are you a (semi) professional animator, UI-designer or programmer? Project Stealth is a new game in development based on the SAM gameplay.
Project Stealth
Visit us at Project Stealth
Project Stealth is a UT3 Total Conversion mod based on Stealth Action Multiplayer (SAM) game play. The defending team plays from a first person shooter viewpoint while the infiltrating team plays in a third person view to aid in increasing situational awareness. Project Stealth will feature intense game play where predicting your opponents movements, misdirection, deception and your knowledge of the environment is key to succeeding in your mission.
If you are new to the concept of SAM, this is how the game works. There are two teams with 2 players each: 1 team is characterized by guns with a lot of payload, heavy armored and relatively slow elite soldiers (Mercs, from Mercenaries). The other team consists of high-tech, agile, atlethic and fast Spies with nonlethal weapons. Both teams have access to a variety of gadgets to aid them in their mission. The mercs got stuff like mines, he-grenades, camnets, gasmask etc. and three vision modes (normal, EMF, movement detector). The spies got flashbangs, smoke nades, heartbeatsensor, camo suit, noise emitters etc. and their own three vision modes (normal, nightvision, thermal vision). Mercs have first person view and will play like a regular shooter with gadgets, while spies will have third person view and will play like something close to the Prince of Persia series.
The goal for the Spies is to acquire data by hacking several terminals, placing bombs or stealing disks and extracting them to a safe location. The Mercs' purpose is to prevent that. This makes for intense gameplay, which SCPT and SCCT has proven to be a success in its niche fanbase.
We need self motivated committed people that will really try to finish what they start.
These are the positions we need most:
Animators
- Our characters' animations are more complex than most games and are in greater quantities. Our Spy character, for example, will have over 50 unique animations. Experience and a demo reel are needed. Depending on your demo reel, you'll get a test.
2D Artists
- 2D Artists are responsible for the graphical parts of the website and forums.
Other areas include HUD and Menu design, under the supervision of professional Human-Computer Interaction engineers.
These are positions we already have applicants, but can afford to have more of:
Environment Artist
-We have existing artists...but the more the better, especially if we want several maps. Will need to be able to texture and export the maps.
Level Designer
-Work with the Environment Artist and Programmers, using the Unreal Tournament Level Editor to build and balance the maps. Level editor experience necessary, but 3D software skills are not.
Prop Artists
- Create props like trees, tables, lamps and more static meshes, based on references or concepts from the Concept Artists.
Concept Artists
- Create (level/prop) concepts for visualization for the 3D modellers.
3 comments by frvge on Aug 14th, 2009 digg this super bookmark

I think that's big enough to illustrate our pride. As you probably guessed, we'll be exhibiting at GamesCom, Cologne, Germany. We hope to have a nice trailer and a demo of Project Stealth.
You can find us in Hall 08.1, booth B052b. It's a small one, but you'll probably notice some of our really cool PR material of which I'll try to get some pictures later. We hope to interest more people for the Stealth-Action-Multiplayer genre this way, which is good for our popularity.
The other news is our new website. Yours truly, being the webdeveloper, worked long to get to the current state and I'm happy with the result. The frontpage looks like

Which is pretty cool if you ask me. The informational pages are of course different. Please visit www.projectstealthgame.com to find out what they look like for yourself. We also uploaded a brand new concept art of the camnet made by goodkebab.
![]()
That's all folks! I'll keep you updated with new stuff live from GamesCom.
Project Stealth's Spy Character won third place in the "Custom Character" category of Epic Games' "Make Something Unreal Contest." Model and skin by goodkebab...
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
You guys should add coop if not already.
Versus and Coop? That would be Chaos Theory all over again! Which is good!
well the thing is , the team is focusing on just versus mode right now
and if they decide to do a co-op in the future when everything is all said and done, then so be it.
looks like splinter cell VERSUS :D
Why is the dude who is supposed to be stealthy wearing a suit with lights on it? The lights wouldn't make him stealthy, it would light up the frikin room and give him away. It's like the Sun trying to camouflage with the sky...it doesn't quite work.
Remove the lights on his suit.
The lights won't be visible to mercenaries. They're only to locate yourself when you're in pitch black shadows.
Then may I suggest instead using a transparent and an only slightly visible outline around the body which is only visible in dark areas, instead of the use of lights.
An outline would make it much harder to judge your silhouette against your surroundings.
i can't wait for this mod. are you guys planning on putting out a beta first, or just releasing the final product when it's done?
There will be a beta, and possibly an alpha.
We have an advanced Animation Manager which can set blend-times and states in the blending. Our animtrees were also pretty big, but more and more is getting implemented into the UScript as far as I know. Then again, I don't implement it xD.