Wanted: Resourceful, Motivated Artists
by Paul Ott · in Jobs · 02/08/2008 (5:34 am) · 1 replies
Project name:

Brief description:
NOT is the first true urban, crime-centered sandbox MMO. The game world will be a living, breathing metropolis. The gameplay will be non-linear with combat based on player skill and not equipment or character experience. Business will play a large role as players advance in one of over a dozen careers like Bootlegger, Auto Tuner, Arms Dealer, Security Specialist, and Performer. We're aiming for an art style that isn't overly exaggerated and cartoonish. NOT will be free to play, and revenue will be generated through micro-transactions and in-game advertising. More can be learned about the game here.
Target aim:
What I see as possible outcomes of this project:
1. We push the game through ourselves and it is a smashing success for an independent project along the lines of Runescape.
2. Upon finishing the prototype, we approach investors willing to fund the rest of the development as it continues on its way to become a smashing success.
3. The game has mediocre success and we use this demonstration of concept to raise funding to fund a spiritual sequel or a completely new game.
4. The game has few regular players and we chalk it up as a learning experience to pad our resumes and show off to friends/family.
5. Another option I'm seriously considering is to elect to go as a non-profit: Once ongoing expenses, wages, and new content/enhancements have been paid for, all excess revenue would go to to-be-decided charities, scholarship funds, and/or independent game competitions. I'm not in this for the money. I love making games.
Not finishing is not an option.
Compensation:
If it is a success you will get a percentage of revenue, or if we decide to go non-profit you'll get reasonable compensation and a job offer with a competitive salary. If it isn't a success, you get to pad your resume.
Technology:
Online PC is our target system. The Multiverse Client is a 3D rendering engine based on OGRE/Axiom written in C# that runs on Windows using DirectX; scriptable in Python. The Multiverse servers provide a seamless, scalable, distributed plug-in architecture written in Java; scriptable in Python. The Multiverse tools provide conversion tools for 3ds, Maya, SketchUp, Blender, etc.
Talent needed:
Key responsibilities include working with:
* Textures
* Skyboxes
* Heightmaps
* Low poly 3d models
* Collision volumes
* Animation
An exceptional candidate either has game experience working with or a strong willingness to self learn:
* Shaders
* Normal/bump maps
* .DDS formats and MIP maps
* Meshes with multi-textures and sub-meshes
* Attaching models to sockets
* Level of detail
* Rigging
* Animation blending
* Alpha splats and alpha channels
* UI/UX
* Sound
* Music
Team structure:
It is mostly me. I am the Project Manager, Lead Designer, and Technical Lead. The others who have joined are unreliable. I do have a handful of acquaintances I can call on for small, specific tasks/problems or when an expert opinion would be helpful. The Multiverse team will be contributing the majority of the work related to code. When it approaches a more finalized state, I will look into bringing on more programmers to assist me in implementing the custom features.
Website:
We're using ModCenter.
Contacts:
Or contact me here or on my project's forums on ModCenter.

Brief description:
NOT is the first true urban, crime-centered sandbox MMO. The game world will be a living, breathing metropolis. The gameplay will be non-linear with combat based on player skill and not equipment or character experience. Business will play a large role as players advance in one of over a dozen careers like Bootlegger, Auto Tuner, Arms Dealer, Security Specialist, and Performer. We're aiming for an art style that isn't overly exaggerated and cartoonish. NOT will be free to play, and revenue will be generated through micro-transactions and in-game advertising. More can be learned about the game here.
Target aim:
What I see as possible outcomes of this project:
1. We push the game through ourselves and it is a smashing success for an independent project along the lines of Runescape.
2. Upon finishing the prototype, we approach investors willing to fund the rest of the development as it continues on its way to become a smashing success.
3. The game has mediocre success and we use this demonstration of concept to raise funding to fund a spiritual sequel or a completely new game.
4. The game has few regular players and we chalk it up as a learning experience to pad our resumes and show off to friends/family.
5. Another option I'm seriously considering is to elect to go as a non-profit: Once ongoing expenses, wages, and new content/enhancements have been paid for, all excess revenue would go to to-be-decided charities, scholarship funds, and/or independent game competitions. I'm not in this for the money. I love making games.
Not finishing is not an option.
Compensation:
If it is a success you will get a percentage of revenue, or if we decide to go non-profit you'll get reasonable compensation and a job offer with a competitive salary. If it isn't a success, you get to pad your resume.
Technology:
Online PC is our target system. The Multiverse Client is a 3D rendering engine based on OGRE/Axiom written in C# that runs on Windows using DirectX; scriptable in Python. The Multiverse servers provide a seamless, scalable, distributed plug-in architecture written in Java; scriptable in Python. The Multiverse tools provide conversion tools for 3ds, Maya, SketchUp, Blender, etc.
Talent needed:
Key responsibilities include working with:
* Textures
* Skyboxes
* Heightmaps
* Low poly 3d models
* Collision volumes
* Animation
An exceptional candidate either has game experience working with or a strong willingness to self learn:
* Shaders
* Normal/bump maps
* .DDS formats and MIP maps
* Meshes with multi-textures and sub-meshes
* Attaching models to sockets
* Level of detail
* Rigging
* Animation blending
* Alpha splats and alpha channels
* UI/UX
* Sound
* Music
Team structure:
It is mostly me. I am the Project Manager, Lead Designer, and Technical Lead. The others who have joined are unreliable. I do have a handful of acquaintances I can call on for small, specific tasks/problems or when an expert opinion would be helpful. The Multiverse team will be contributing the majority of the work related to code. When it approaches a more finalized state, I will look into bringing on more programmers to assist me in implementing the custom features.
Website:
We're using ModCenter.
Contacts:
Or contact me here or on my project's forums on ModCenter.
Paul Ott
Gime Related
* Simplistic D&D module
* Board game
* Worked on a MUD for four years (it's still running)
* Neverwinter Nights mod
* Recognized as valued alpha tester for Guild Wars
Not Game Related
Senior programmer with 7 years of professional experience having worked full-time on dozens of internet and intranet sites for Fortune 50 companies for over a year now.
Additional Info:
The ideal candidate for the position is someone positive, resourceful, and efficient with a history of finishing projects. They have to be able to work well with little oversight. Must be willing to find and use free online resources when they are available and are of high enough quality with minimal adjustments. Must be willing to work with cost-effective, premade art assets when necessary. A basic understanding of copyright licensing and a sensibility to creators' rights must be had. The candidate must be able to make adjustments and tweaking to a wide variety of art forms so the assets can be used within the game engine. We are looking for an applicant excited about the opportunity to learn and employ a wide variety of artistic technologies, especially when their past experience is lacking.
We will provide you with an enthusiastic, supportive group of friendly people completely dedicated to creating a fun game. While the vision for the game is clear, input and suggestions for seeing that vision through to the end are encouraged from all team members. Please ask us questions about the team or project if you are interested!
There is a small application process in place, and unfortunately all applicants will not be accepted. We aim to keep the team tight-knit, efficient, and on track. We are looking to avoid past experiences with people joining and not contributing. Please do not apply if you have trouble finishing things once you start them or if you lack the stubbornness to stick it out when the going gets tough. If you are a doer with a positive attitude and passion to make a great game, please contact me here or on our forums! As a sidenote, we were recently featured in an interview with ModCenter.