Startup Project With Growing Community Seeking Talent
by Bryce "Cogburn" Weiner · in Jobs · 02/05/2006 (1:36 am) · 1 replies
Since August 2005 we have been planning and creating the form, flow, look and function of our project. We have grown from the simple disgruntled complaints of MMOFPS gaming community to a (somewhat) organized team dedicated to creating a new, immersive gaming experience.
We have a have community numbering several hundred and we often solicit them for help when we get "writer's block" designing game mechanics. Our community has already donated over $500 in commercial software and Torque components to help bring our project to fruition. They feel they are every bit a part of our development process, and to be quite honest, they are an integral part of it. We have also received praise in our design and community from Dave Georgenson (Qix, SmokeJumper), Victor Watcher (Turbine) and Ryan McD (gamespot.com).
Our first goal is to reach our Milestone 1 Alpha release by 4Q2006. The positions listed below represent the skills and talents that we need to bring our project to successful completion.
These are not paid positions, per se. It is the goal of our project to either bring this project to market within the next 2 years in a non-profit donation structure, or find a buyer that will finish the project as a full fledged commercial venture. We have no illusions about the scale or cost that our project entails. It is ambitious both in concept and technological implementation. At which point the project has either gone live or been sold, all team members will share directly in any profits in a manner specific to their overall contributions and responsibilities, which are as defined as possible. We are an indie enterprise with limited funding, but we are also in this for a quite a bit more than the fun of it. Basically, if you stick with us to the end and the ship comes in, everybody gets to ride.
All positions require intimate knowledge of the Torque Engine, if not a license of TSE and / or ShowToolPro.
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ASSISTANT PRODUCER: Requires strong organizational skills. Primary function will be to track and plot project progress and give weekly updates on all outstanding issues. Knowledge of OpenWorkbench is a plus, but it is also acceptable if you have a preferred software package that for which you already own a license. This position also requires the scheduling of weekly "update" meetings via IRC, as well as moderating and scheduling the monthly full team meetings on VoIP. Previous experience working with distance projects and understanding the nature of such enterprises is an absolute must. (Not to mention you will be my right hand so we need to get along, too.)
LEAD ART DESIGNER: We have a lead artist and a slew of concept artists, but they need a leader to focus them and keep the overall vision of the project consistent. This is not simply an oversight position. You will be expected to fill the role of any one of the artistic roles contained in this post. This is an extremely demanding position and will work with the production staff intimately to guarantee both technical and artistic consistency of all project assets.
ENVIRONMENTAL DESIGNER: Design and implement terrain, textures, flora, fauna, weather, skyboxes and other environmental visual and audio effects in order to create an immersive atmosphere. Samples of previous work required.
We have a have community numbering several hundred and we often solicit them for help when we get "writer's block" designing game mechanics. Our community has already donated over $500 in commercial software and Torque components to help bring our project to fruition. They feel they are every bit a part of our development process, and to be quite honest, they are an integral part of it. We have also received praise in our design and community from Dave Georgenson (Qix, SmokeJumper), Victor Watcher (Turbine) and Ryan McD (gamespot.com).
Our first goal is to reach our Milestone 1 Alpha release by 4Q2006. The positions listed below represent the skills and talents that we need to bring our project to successful completion.
These are not paid positions, per se. It is the goal of our project to either bring this project to market within the next 2 years in a non-profit donation structure, or find a buyer that will finish the project as a full fledged commercial venture. We have no illusions about the scale or cost that our project entails. It is ambitious both in concept and technological implementation. At which point the project has either gone live or been sold, all team members will share directly in any profits in a manner specific to their overall contributions and responsibilities, which are as defined as possible. We are an indie enterprise with limited funding, but we are also in this for a quite a bit more than the fun of it. Basically, if you stick with us to the end and the ship comes in, everybody gets to ride.
All positions require intimate knowledge of the Torque Engine, if not a license of TSE and / or ShowToolPro.
____________
ASSISTANT PRODUCER: Requires strong organizational skills. Primary function will be to track and plot project progress and give weekly updates on all outstanding issues. Knowledge of OpenWorkbench is a plus, but it is also acceptable if you have a preferred software package that for which you already own a license. This position also requires the scheduling of weekly "update" meetings via IRC, as well as moderating and scheduling the monthly full team meetings on VoIP. Previous experience working with distance projects and understanding the nature of such enterprises is an absolute must. (Not to mention you will be my right hand so we need to get along, too.)
LEAD ART DESIGNER: We have a lead artist and a slew of concept artists, but they need a leader to focus them and keep the overall vision of the project consistent. This is not simply an oversight position. You will be expected to fill the role of any one of the artistic roles contained in this post. This is an extremely demanding position and will work with the production staff intimately to guarantee both technical and artistic consistency of all project assets.
ENVIRONMENTAL DESIGNER: Design and implement terrain, textures, flora, fauna, weather, skyboxes and other environmental visual and audio effects in order to create an immersive atmosphere. Samples of previous work required.
Torque Owner Bryce "Cogburn" Weiner
LEAD PROGRAMMER: This position requires a dedicated individual with intimate knowledge of the Torque engine and the will to use it. Our engine alteration requirements are small, but our TorqueScript requirements will challenge even the most seasoned scripter. We have 2 extremely competent programmers that require leadership, direction and the experience of one who knows the in's and out's of the Torque Engine.
LEAD TEXTURE ARTIST: This position requires knowledge of the proper texturing of UV maps and interiors, as well as maintaining the overall consistency of object textures throughout the project.
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For our current stage of development, these are about all of the new members our team can handle. We require people both talented in their chosen field as well as leaders capable of getting their people to deliver top quality work, on time, every time.
I'm a realistic individual. Our project is extremely ambitious and we may not actually ever produce a game, but it could very well be that your contribution is that piece that brings us over the edge and takes us all the way to market. If you feel that you have the time, talent and dedication to join our project, I invite you to visit our website: www.versusthegame.com. Sign up for an account in the forums and send a PM to "Cogburn" or send an email to cogburnATversusthegameDOTcom.
I look forward to hearing from you.