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Team Blur Games - OverDose - Help Wanted | Locked | |
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May 27 2009 Anchor | ||
Team Blur Games is currently looking for new members to fill the gaps, so to speak, on its latest project called "OverDose". At this moment in time, we have two people working on OD full time, which is Nicolas, our coder, and myself, as a designer; All the features that have been coded are all Nicolas are work. Likewise all the artwork you see in the game, the UI's, models, textures etc, are all my own. We do have various other members who help when they can, but nobody that we feel can really bring this project forward with some solid, finished work. I won't lie, a lot of what goes into OD happens behind the scenes, with character and weapon models popping up slowly. But things like maps, models and the like are a rare occurrence for us; A little too rare in fact. It would be nice to get at least one character model finished and animated, ready for testing in the engine, something that’s possible right now but we are forced to use Doom 3 and Quake 4 media instead.
What Is OverDose OverDose is a Multiplayer team objective based game with online and offline play. Two sides, Earths Confederate Marine Corps. and Marauders, battle for control of locations on Earth. Based in a first person, the two conflicting teams must battle not only each other, but large open terrain areas. Every class has his own strong and weak points, but every class is a vital role to the game. You can view the full game design document, including classes, weapons and features, here: Moddb.com Key Technology Points At A Glance • Per Pixel Lighting, ala Doom 3, only with Shadow Mapping, which provides soft shadow are variable resolution per light source. Required Positions • Mappers - We badly need people with experience mapping for id Software based tech (Mostly id Tech 4), people who can work with real time lighting and use static models in their creations to their • Modellers - Weapon models, character models, vehicles that are destroyed and used as map objects, and even bog standard in your face static map meshes are all needed. At this stage it would be amazing to get at least one model 100% finished and animated so we can get it ingame working, but alas, working with such high detail is always hard work. Because we are using next generation process here, its really hard for your average HL2 modeller to work with the standards we use, and it gets even harder once they find out how much of a pain MD5Mesh smoothing groups are. • Coders - This project is currently coded by one guy... ONE. This one man has done more than some TEAMS do, and its time we gave him a break to be perfectly honest... He deserves it! So we are looking for people who can help out with game code and on the Tools side of things to help with the project. One area we don't need much help in at this time is Sound Design. We have our own sound designer who has gave us hundreds and hundreds of original content sounds, plus we have a music guy who has done all our ingame music, too. So, for now at least, sound is perfectly locked down. Well with that, I'll leave this open for any questions, comments and so on. If you feel you may be able to contribute something to OverDose, please get in touch with us either by the forums, or directly over E-mail (odium@teamblurgames.com) and MSN/LiveMessenger (odiummsn@hotmail.com). We really do look forward to hearing from you all You can also sample the OverDose soundtrack at the official OverDose website: Teamblurgames.com Finally, here is some artwork, ingame stuff, technology shots and renders for you to check out: Thanks for taking the time to read, and we hope to hear from you soon! Edited by: GavinStevens |
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Jun 8 2009 Anchor | ||
Don't forget to mention that the team lead is very helpful! |
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Jun 8 2009 Anchor | |
Very nice stuff you've got there. Only thing I'd suggest? Make it very, very clear its a custom engine - I had to read through the entire first paragraph to find that out, and even then, I wasn't entirely sure til i checked your moddb page. Good luck with this, its looking very nice. |
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Jun 10 2009 Anchor | ||
I think I always assume everybody knows its built on Quake 2 as a foundation as its one of our huge selling points really, so yeah, sometimes I kinda just assume people know we made Quake 2 perform/work and look beter than id Tech 4 lol... |
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