Alright,
We’re stepping up a notch and we only accept DEDICATED people only.
You do not need to deliver final pieces every week, but at least progression updates of your work.
Currently the team has 2 persons working full time and about 4 more dedicating most of their time to this project too.
Why? Because we sincerely believe we can do this.
So we’re to fill the following positions:
- 1 or 2 Concept Artists
- 1 UI Designer (flash expert)
- 1 3Ds Max Rigger
- 1 3D Character Artist
You can apply if you’re a dedicated modeler or an animator too.
The use of skype to keep in touch regularly with the team is mandatory.
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So Here is some of the stuff we have worked on the last few weeks:
Harko’s Botond Female Engineer (still WIP):
A work in progress of Giuseppe’s knife kill animation:
(needs a fixing, and it’s easy to fix, but we had to work on getting the characters in-game first)
A motorbike designed by Mike Chen that has already started to be modeled by Jason Miller
Adam Stockton’s team deathmatch blockout:
And Chris Divine’s Sniper rifle, ready to be rigged:
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And this is our current team structure:
-
Programmer
Rui Coelho - Project Lead [GMT;PT]
João Silva -
Story Writers
Rui Morais
André Branquinho -
Sound Effects
Guy Noble -
UI Artists
-
Concept Artists
Peter Ryczkowski - 2D Lead [PDT;USA]
Harko Botond
Dylan Pierpont
Mike Chen
Zachary Madere -
Modelers
Adam Stockton - Art Lead [GMT;UK]
Jean Gorospe
Matt Peadon
Chris Divine - 3D Lead [PDT;USA]
Daniel Paynter - Animation Lead [EDT;USA]
Steve McIntyre
Jason Miller -
Animators
Prashanth Bhogaraju
Giuseppe Candido
Sunjit Singh
Regarding the game,
It’s a simple multiplayer-only FPS with a cyberpunk setting.
It’s being done with UDK and is intended to have Team Death Match, Payload Escort, Domination and another game type called Assault.
No super-special-unique-mindblowing ideas.
The team is more focused in releasing a demo out rather than having those unique ideas, so we only have, for now, some basic features already implemented like:
- 5 of the 6 classes with different weapons (though most still use the default mesh)
- Augments - a chain of 4 augments that are unlocked and level up as you gain XP.
- XP system (per match basis) to unlock the augments
- weapon proficiency - for instance, the more you reload a pistol, the faster you reload it.
- weapon mods - weapons automatically upgrade accordingly to the way you use them
- localized damage
- stationary machine guns
There is still other features we want to implement but as there are more urgent things to do at the moment, we’re not adding anything relevant any time soon.
Also the story is being written by 2 cyberpunk fans and in an very ambitious way, so although we are using this small project to learn how the game-making process works, we are building in parallel this huge complex cyberpunk universe that we hope to explore in the following projects.
You can check the rest other developments on our blog http://sprawlgame.wordpress.com/ or our indiedb page http://www.indiedb.com/games/sprawl.
Like everyone, with your permission, your work will be published from the start.
So if you would like to helps us making this project a reality contact me by email ONLY, at rui.coelho86 |at| gmail |dot| com with a link to your portfolio.
Again, only apply if you have the time and willing to use Skype.