TPG - Looking for artist.
by Ian Smithers · in Jobs · 01/20/2009 (6:01 am) · 1 replies
Hi all, this is my first post here. I have recently formed a small team with a couple of friends and we are working slowly but steadily on our first project since Christmas '08 - The Pirate Game (TPG for short, and just a working title for now).
The question everyone is interested in - no it is not paid work.
If you are still reading, there are some perks we can offer:
1) You will control the art side of the project. We need someone to create a style for the game, and then to make an initial proof of concept for us to implement.
2) There is no deadline. We are currently working on TPG most days, but timewise we aren't rushing to finish it asap. We do ask however there is progress, or at least an update on our forums.
3) Stability. All the team-members are in full-time permanent roles, and are long-standing friends with each other - I say this only to highlight that we are unlikely to have a project meltdown as is so common it appears.
4) We have just started. This provides two things, A) You get a lot of input into the game, and B) You get to control your work and how we work with you, since you own the art-side of the game. You aren't just an asset-monkey.
5) No characters in the game - by this I mean, there are no human(oid) characters in the game, thus alleviating complex rigging and animation.
So with that said, we are not too phased if you are new to Torque as we certainly are. We are using TGE, and considering an upgrade to TGEA for some extra shinyness, specifically on the water front. We are using Git for source control, have a forum and IM setup for communication and if you happen to reside in Australia (GMT+ 10) that would be ideal.
Currently the team consists of 4 people:
Myself as designer and scripter (also learning C++ but it's not really at a useable state I feel). I have 6 years industry experience and am currently working in a studio on a next gen title. Our programmer has 10 years experience and works with me in the same studio and on the same title (helps me keep my beady eye on him), and the newest member is a designer and scripter like me, from Germany, who has 5 years experience in his fields and will be taking control of the mechanics, scripting and some level design along with myself. Also entering the fray is my lovely wife who will be lending her hand towards the UI elements, and under your influence will match them to whatever style is chosen, to help create our HUD, menus and so forth.
We are creating the game for digital distribution for Windows and Macintosh OS. Assuming everything goes according to plan, all profits from the game will be split amongst the team equally however I would encourage any would be applicants not to set their sights on that too heavily, as it's a fairly long road ahead.
If you require more information, please e-mail me at digital.decadence -at- gmail.com and I can send you a short description of the project and what we expect.
Thanks for reading, cheers!
Ian
The question everyone is interested in - no it is not paid work.
If you are still reading, there are some perks we can offer:
1) You will control the art side of the project. We need someone to create a style for the game, and then to make an initial proof of concept for us to implement.
2) There is no deadline. We are currently working on TPG most days, but timewise we aren't rushing to finish it asap. We do ask however there is progress, or at least an update on our forums.
3) Stability. All the team-members are in full-time permanent roles, and are long-standing friends with each other - I say this only to highlight that we are unlikely to have a project meltdown as is so common it appears.
4) We have just started. This provides two things, A) You get a lot of input into the game, and B) You get to control your work and how we work with you, since you own the art-side of the game. You aren't just an asset-monkey.
5) No characters in the game - by this I mean, there are no human(oid) characters in the game, thus alleviating complex rigging and animation.
So with that said, we are not too phased if you are new to Torque as we certainly are. We are using TGE, and considering an upgrade to TGEA for some extra shinyness, specifically on the water front. We are using Git for source control, have a forum and IM setup for communication and if you happen to reside in Australia (GMT+ 10) that would be ideal.
Currently the team consists of 4 people:
Myself as designer and scripter (also learning C++ but it's not really at a useable state I feel). I have 6 years industry experience and am currently working in a studio on a next gen title. Our programmer has 10 years experience and works with me in the same studio and on the same title (helps me keep my beady eye on him), and the newest member is a designer and scripter like me, from Germany, who has 5 years experience in his fields and will be taking control of the mechanics, scripting and some level design along with myself. Also entering the fray is my lovely wife who will be lending her hand towards the UI elements, and under your influence will match them to whatever style is chosen, to help create our HUD, menus and so forth.
We are creating the game for digital distribution for Windows and Macintosh OS. Assuming everything goes according to plan, all profits from the game will be split amongst the team equally however I would encourage any would be applicants not to set their sights on that too heavily, as it's a fairly long road ahead.
If you require more information, please e-mail me at digital.decadence -at- gmail.com and I can send you a short description of the project and what we expect.
Thanks for reading, cheers!
Ian
Torque Owner Ian Smithers