Looking for 3D artist for MMORPG
by Ovoon · in Jobs · 07/17/2008 (10:41 pm) · 14 replies
The Kingdom Come Games team is looking for one or several 3D artist(s) for our game titles EPIC: Online (name soon to change) This is a payed position but right now it's voluntary until our funding is received. And you will be designing every 3D model in game. Or most anyways. You must provide yourself with your own tools. I believe Blitz3D or something like that is the best thing to have so I've heard. Any other information will be provided at kingdomcomegames@gmail.com or check out my other thread for game info.
Our team method of contact is Xfire. You must have Xfire. To get it go to www.xfire.com and sign up and download it.
This spot is most needed before anything can get done.
bonus points if your a texture artist.
Ovoon- Johnnie Brambora- Kingdom Come Games lead
Our team method of contact is Xfire. You must have Xfire. To get it go to www.xfire.com and sign up and download it.
This spot is most needed before anything can get done.
bonus points if your a texture artist.
Ovoon- Johnnie Brambora- Kingdom Come Games lead
About the author
#2
07/18/2008 (9:08 pm)
I have the engine and the "map editor" simple tool but I need the textures and buildings and models so I can put something together to show off.
#3
1. Kingdom Come Games: It isn't even a trademarked name, I would get it trademarked, just to show you are serious.
2. Website: Shouldn't you have a website, or at least a server so that you can show info about your team, project, etc.
3. Game: What is this game about? You don't want to get people who are talented in weapon design, when your game isn't about weapons at all. Post some info about it.
4. Talents: What are your talents 'personally'? How will you benifit the team? Many people come online as someone who wants to make a game, but never made a game or even helped make a game with another team, but claim that they game advanced gaming and testing skills (which almost everyone has that can pick up a controller).
5. Previous projects: Show some of your previous projects you created, so people know you can actually build games.
6. Game engine: What game engine are you going to use? Some people are only really good with 1 type of game engine, and there are many out there. Are you going to use TGB, TGE, TGEA, UNITY, Unreal3D, custom game engine, etc.
7. Tools: Asking people to supply their own tools is pretty harsh, if your going to make a game, one of the first things people do is buy the tools needed, to start out, I say you should get this:
Maya 3d
Torsion (if using a Torque powered engine).
Constructor (free)
8. Background: Who are you? Most people won't work for someone behind the curtain, you need to give a little bit of details about yourself.
07/18/2008 (11:44 pm)
Well, I don't want to seem rude, but I think you may want to try and have some things that would actually make people want to work for you.1. Kingdom Come Games: It isn't even a trademarked name, I would get it trademarked, just to show you are serious.
2. Website: Shouldn't you have a website, or at least a server so that you can show info about your team, project, etc.
3. Game: What is this game about? You don't want to get people who are talented in weapon design, when your game isn't about weapons at all. Post some info about it.
4. Talents: What are your talents 'personally'? How will you benifit the team? Many people come online as someone who wants to make a game, but never made a game or even helped make a game with another team, but claim that they game advanced gaming and testing skills (which almost everyone has that can pick up a controller).
5. Previous projects: Show some of your previous projects you created, so people know you can actually build games.
6. Game engine: What game engine are you going to use? Some people are only really good with 1 type of game engine, and there are many out there. Are you going to use TGB, TGE, TGEA, UNITY, Unreal3D, custom game engine, etc.
7. Tools: Asking people to supply their own tools is pretty harsh, if your going to make a game, one of the first things people do is buy the tools needed, to start out, I say you should get this:
Maya 3d
Torsion (if using a Torque powered engine).
Constructor (free)
8. Background: Who are you? Most people won't work for someone behind the curtain, you need to give a little bit of details about yourself.
#4
I'm not stupid Tyler. Theres obviously another thread. And I have already copyrighted what I have so far.
I said look at the other thread I guess since your too lazy to find it I'll link it for you.
07/20/2008 (8:32 am)
Http://www.garagegames.com/index.php?sec=mg&mod=project&page=view.project&qid=3707I'm not stupid Tyler. Theres obviously another thread. And I have already copyrighted what I have so far.
I said look at the other thread I guess since your too lazy to find it I'll link it for you.
#5
You should posted the link to start with. I guess your to lazy to do that.
07/20/2008 (2:28 pm)
Hey Ovoon,You should posted the link to start with. I guess your to lazy to do that.
#6
What I recommend is actually getting gameplay mechanics working with programmer art (blocks, cubes, Kork, etc) before you go running off looking for a team. The reason being is that if you have artists breaking their butts on asset creation, and you're not showing them any gameplay progress, then they're going to leave you. Artists are finnicky like that.
Myself, I've been doing a good amount of work on gameplay with basic TGEA assets to test the gameplay, and I'm pretty sure you can do the same with Realm Crafter- or even buy a content pack if you need to. But make the game playable before you start throwing objects in there, or else you're going to find your team leaving, and if they don't, you'll still be going back to them saying "well, we need more animations done for this and this".
Plan the game, test the rules, create the content, test again, and then go for alpha and beta. Trust me, before I screwed up a project or two of my own, I was an artist on well over a dozen other projects since 1997 that have screwed up, and usually because a team was thrown together right away. Best to learn from the failures of others...
07/21/2008 (8:42 am)
Actually, Tyler gave you a heck of a lot of good advice. If you're posting here, then it is not at all obvious that you have a project post somewhere else. And your project post itself needs more detail in what you want that game to be.What I recommend is actually getting gameplay mechanics working with programmer art (blocks, cubes, Kork, etc) before you go running off looking for a team. The reason being is that if you have artists breaking their butts on asset creation, and you're not showing them any gameplay progress, then they're going to leave you. Artists are finnicky like that.
Myself, I've been doing a good amount of work on gameplay with basic TGEA assets to test the gameplay, and I'm pretty sure you can do the same with Realm Crafter- or even buy a content pack if you need to. But make the game playable before you start throwing objects in there, or else you're going to find your team leaving, and if they don't, you'll still be going back to them saying "well, we need more animations done for this and this".
Plan the game, test the rules, create the content, test again, and then go for alpha and beta. Trust me, before I screwed up a project or two of my own, I was an artist on well over a dozen other projects since 1997 that have screwed up, and usually because a team was thrown together right away. Best to learn from the failures of others...
#7
07/21/2008 (9:03 am)
Make an ASCII game.
#8
Also its a bit vague if you do have funding at the end of the tunnel, or the 'something to show off' is going to be the thing to get the funding, if so; then a good design doc/technical doc are as important a the demothing!
You may have come a bit off in the OP but I wish you the best of luck, as 'we' have now worked on our mmorpg for 4+ years, and had team members come and go 'due to various reasons', some actually those mentioned by Ted.
-making mmo's is the most insane projects indies can do ;)
07/21/2008 (9:05 am)
I can only second what Tyler and Ted have said here. Assembling a team for a mmo project is a hard job, and it takes a lot of work and considerations before posts are (should be) made. Getting a design doc, business plan, milestone list, etc in place are some of the things artists would like to see in place, as well as the webiste, and all ;)Also its a bit vague if you do have funding at the end of the tunnel, or the 'something to show off' is going to be the thing to get the funding, if so; then a good design doc/technical doc are as important a the demothing!
You may have come a bit off in the OP but I wish you the best of luck, as 'we' have now worked on our mmorpg for 4+ years, and had team members come and go 'due to various reasons', some actually those mentioned by Ted.
-making mmo's is the most insane projects indies can do ;)
#9
My project has failed at least twice before: Around 2003 I lost the first team from the same misunderstanding and mismanagement due to not knowing just how hard certain "impossible" features would be to develop. One of those who bailed on me had even written a couple of books on the subject he was helping me with. Another had left after promising that the (rather simple) combat system I asked developed was done, and then never heard from him until I chased him down with threat of a small claims suit to get the money back for the engine license I had paid for. Around 2005 my PC suffered a catastrophic HD crash that wiped out five months of solid development at a time when I had a hard time making rent. There were some issues with artists (again, brough them in too early), and after losing one and then two more, "due to various reasons", the project sort of fell apart.
As of now, I've solve a few of the "impossibles", and am close to solving the rest. I have two friends helping to flesh out the lore while I work on gameplay, and art assets are created very crudely with a sole purpose to function and demonstrate gameplay (well, some GUI stuff I put more work into). Once we're at a very solid majority, I'm going to see if any art school students here want to do some work for very low pay and very real resume experience (if you get paid, it's a job, after all). But the point is that as of now, I have no artists, except for my one friend doing world design work, as he was my concept artist, so he does a sketch here and there for illustration.
See what I'm saying? Ducks in a row: Line them up, knock them down. It won't go perfect, but it's better if you wait until you really need artists to go get them, and you don't really need them now. Artists will forgive programmer art because they know they're giving you something better to put in it's place, and the game should be fun every with crappy graphics.
07/21/2008 (9:25 am)
I think we need an "MMO Project Horror Story" thread, for those who think it's a lot easier than it is. I mean, I've been thinking about features since 2001, and in 2003 decided to go for it after the MMO I was contracted to work on (pay-per-asset contract work, mind you) fell apart because the lady designing it mismanaged the team. And there, she had a great idea for an MMO that I still don't think has been done- maybe in one of the smaller ones.My project has failed at least twice before: Around 2003 I lost the first team from the same misunderstanding and mismanagement due to not knowing just how hard certain "impossible" features would be to develop. One of those who bailed on me had even written a couple of books on the subject he was helping me with. Another had left after promising that the (rather simple) combat system I asked developed was done, and then never heard from him until I chased him down with threat of a small claims suit to get the money back for the engine license I had paid for. Around 2005 my PC suffered a catastrophic HD crash that wiped out five months of solid development at a time when I had a hard time making rent. There were some issues with artists (again, brough them in too early), and after losing one and then two more, "due to various reasons", the project sort of fell apart.
As of now, I've solve a few of the "impossibles", and am close to solving the rest. I have two friends helping to flesh out the lore while I work on gameplay, and art assets are created very crudely with a sole purpose to function and demonstrate gameplay (well, some GUI stuff I put more work into). Once we're at a very solid majority, I'm going to see if any art school students here want to do some work for very low pay and very real resume experience (if you get paid, it's a job, after all). But the point is that as of now, I have no artists, except for my one friend doing world design work, as he was my concept artist, so he does a sketch here and there for illustration.
See what I'm saying? Ducks in a row: Line them up, knock them down. It won't go perfect, but it's better if you wait until you really need artists to go get them, and you don't really need them now. Artists will forgive programmer art because they know they're giving you something better to put in it's place, and the game should be fun every with crappy graphics.
#10
Trust me. Your 1 size fits all approach to game development isnt how its done. And all it does is give the experienced guys a chuckle and we move on. I put myself in that catagory. First of all becuase your trying to build a RC group in a Torque community, and while you say that you have gathered a few folks.. I still dont see a website, any clear and present art. And if you read all your posts. You have admitted you dont have anything ready. Slow down, Write up a Design document, get your assets together. Get your core group solidified. And move in or move on to a simplier project.
07/21/2008 (9:48 am)
As someone that has been steadily working on such a large project. Fantasci was original going to be a MMO, but after some careful review, about 8-12 months ago we moved to a single player setup with the expectation to move up to a multiplayer setting when we were ready and had the assets to do so. Ovoon, your welcome to go check it you at www.fantascihiddenwar.com, there is a link to 15 months of weekly blogs on the front page. As some one that also has gotten heat for the MMO idea. Its something that takes time and money. Lots of it. Trust me. Your 1 size fits all approach to game development isnt how its done. And all it does is give the experienced guys a chuckle and we move on. I put myself in that catagory. First of all becuase your trying to build a RC group in a Torque community, and while you say that you have gathered a few folks.. I still dont see a website, any clear and present art. And if you read all your posts. You have admitted you dont have anything ready. Slow down, Write up a Design document, get your assets together. Get your core group solidified. And move in or move on to a simplier project.
#11
07/24/2008 (10:03 pm)
Ok you guys are right, I'm not putting enough info or effort out, just a random help wanted. I'm going to organize a note-pad document with every bit of information we have so far, include some images, putting up a free website for now for discussion (Once I learn HTML or get a volunteer web designer I'll make our official one). I'll put the image of some concept art up right now. Everything is still in concept. This image is from our artist Josh Searl, he did this in his free time (He can do way better than this, even though I think this is pretty good) when I told him to come up with a concept for the monsters, this is what he has for the first two. Interesting designs, I like the second one because of it's detail. He is gonna take this one to photoshop. Realize this isn't his best work :) He is a very good artist but like I said about 15 minutes put into this first thing... http://i287.photobucket.com/albums/ll156/Ovoon7/scan0002.jpg
#12
1. I will not trademark the name Kingdom Come Games but copyright it because trademarking costs thousands of dollars (1-2 i believe).
2. I do have experience in game design. I have made a many games but none of which were large. Since I am a director/leader, I am not the one coding or making music or designing maps. I just say what goes where and manage the funds and recruit people onto our team.
3. As for getting all our ducks in a pond in a row, whatever it is, I got the idea to ditch this 3D artist spot for now. I'm working on organizing everything. Then I will buy a 3D art pack (question: do the content packs on this site work with Realm Crafter? Or do they only work with Torque?) and make a trailer (I got fancy Adobe stuff, After Effects, Premiere, and some knowledge)
So, any questions or things you would like to see, just ask.
I know I'm forgetting something... I'll figure it out later
07/24/2008 (10:39 pm)
Ah yes, in response you what all of you have said I can only say so much because you all said a ton :)1. I will not trademark the name Kingdom Come Games but copyright it because trademarking costs thousands of dollars (1-2 i believe).
2. I do have experience in game design. I have made a many games but none of which were large. Since I am a director/leader, I am not the one coding or making music or designing maps. I just say what goes where and manage the funds and recruit people onto our team.
3. As for getting all our ducks in a pond in a row, whatever it is, I got the idea to ditch this 3D artist spot for now. I'm working on organizing everything. Then I will buy a 3D art pack (question: do the content packs on this site work with Realm Crafter? Or do they only work with Torque?) and make a trailer (I got fancy Adobe stuff, After Effects, Premiere, and some knowledge)
So, any questions or things you would like to see, just ask.
I know I'm forgetting something... I'll figure it out later
#13
2) The amount of sales you've made is not as important as the fact that you've finished a game, and it never hurts to list those, even if they didn't really sell. It just shows that you're capable of doing it.
3) I would say no, as they are geared towards the TGE/A engines. You can email the people who make the packs to see if they include the source files (.max, etc), if you can convert them to the formats you need. Best place to look would probably be the RC site for that kind of stuff.
As for that bit of artwork, I think the concept on the bottom was a pretty good piece of work. Kudos.
07/25/2008 (7:45 am)
1) You can do a (TM) trademark, versus an (R) trademark, the different I believe (IANAL) is that the (R) is the one that is registered with the government and costs money, while the (TM) is more or less you saying "hey, this is my trademark". Look it up to make sure what I'm saying is right, and if it is, then you have a de facto trademark.2) The amount of sales you've made is not as important as the fact that you've finished a game, and it never hurts to list those, even if they didn't really sell. It just shows that you're capable of doing it.
3) I would say no, as they are geared towards the TGE/A engines. You can email the people who make the packs to see if they include the source files (.max, etc), if you can convert them to the formats you need. Best place to look would probably be the RC site for that kind of stuff.
As for that bit of artwork, I think the concept on the bottom was a pretty good piece of work. Kudos.
#14
So I need to pay for reserving and trademarking because they are identical I believe....
http://en.wikipedia.org/wiki/Trademark
I didn't put them up, not because they couldn't sell, but because they are not exactly the best game out there ;)
My skill is in leading a team. I can do that, manage profits, and say what goes where. I basically have done 89% of the work so far but thats about to change once we get started.
07/25/2008 (9:33 am)
Alright, I found out that trademarking is just for a name, logo, motto while a copyright is for all of your works. But trademarking assures the government that it IS trademarked.So I need to pay for reserving and trademarking because they are identical I believe....
http://en.wikipedia.org/wiki/Trademark
Quote: 2) The amount of sales you've made is not as important as the fact that you've finished a game, and it never hurts to list those, even if they didn't really sell. It just shows that you're capable of doing it.
I didn't put them up, not because they couldn't sell, but because they are not exactly the best game out there ;)
My skill is in leading a team. I can do that, manage profits, and say what goes where. I basically have done 89% of the work so far but thats about to change once we get started.
Torque Owner Nicholas Bogart