Game Development Community

Adding Programmer(s) and Modellers to Team

by Robin Jensen · in Jobs · 03/02/2009 (10:55 am) · 3 replies

Twilight Studios

Twilight Studios, formerly Decadent Studios, is an independent design house risen from the ashes of an abandoned developer group. Several years and many frustrating conversations ago, the current design team realized that the rest of the original group was… uninterested in serious development, only dabbling in development as a fun diversion. There was a distinct difference in viewpoint, and maturity, as well as commitment to the process of development. The original team disintegrated, leaving more than one creative idea unfinished.

In the spring of 2007, one of the potential design ideas was 'resurrected', so to speak, for development as a possible MMO. This IP has been under considerable scrutiny, rewrite, and modification since that time. We have reached a point other resources are required to continue.

'Wasteland survival', ‘Post Collapse’, and ‘Horror’ are some of the adjectives which might describe the setting.

Some of the planned features of this genre - A classless system (skill based character builds), Player driven barter economy (there is currently no 'cash' medium), multiple player 'types' drawn from varied backgrounds with over 200 skills organized into skill sets, extensive crafting, full PvP capable (FFA) landscape with safe areas and consequences for Player killing, a fame system, carrying limits (gear with weight and bulk), meaningful story progression, and freeform style of play (more sandbox than linear progression).

This title will be released in two chapters (segments, parts, releases): A smaller, rural environment set one year after the events which comprise the origin of the story, to introduce the IP and establish a viable game, and another, larger, more encompassing environment set in the decaying cities and wastelands a decade after the collapse, once the first chapter has proven viable.

We are currently offering invitations to one or more coders and an equal number of modellers to join our team. This is a long term commitment, with nominal pay and potential for greater rewards when the game goes live.

Payement shall be on a milestone contract basis. A task list will be developed for implementation, with predefined milestone objectives. Payments will be made according to agreed pricing as tasks are satisfactorily completed.

Specific Requirements

The MMOKit by Prairie Games serves well as the backend, and spine, of the production environment for this projext, allowing the small design team to focus on content and specific needs of this IP. A programmer familiar with the kit will be given greater consideration.

The genre is near future; all modelling will be modern / realism. There is a need for approximately 40 character models, and an equal number of NPC / Mob models. Additionally, buildings, weapons, vehicles, and world objects are required under this contract.

An itemized task list will be generated for negotiating bid prices for programming services as well as modelling services during this process.

Plese provide the following.

Personal information, experience, and thoughts on the approximate price given the limited information provided herein.

www.twilightonline.net

The website is up, but little information is currently available, due to other time constraints. I may be reached here, or there, by email or forum posting.


#1
03/04/2009 (7:37 pm)
I am a freelance artist interested in your project.

Based on my experience with working for dev groups, people tend to drop out of the project unless there is sufficient motivation. For some, it is financial, while others simply lose interest. At other times the project is not seen through to completion simply because of poor project management.

I've worked with dev groups in order to build a portfolio, then started a career in 3d before transitioning to feelance. I've worked with independent developers and small studios who do not have the budget for an in-house creative department. I've also worked as part of in-house development.

In my experience, you should definately work from a design doc. This will limit the amount of revision to the game design and art assets. Also, to have milestones is good with specific deadlines. This will help keep your project on a structured timeline and allow for design decisions within a constrained budget. For example, whether you should hire an extra modeler to create props for a scene versus how much longer it will take your team.

In addition, you should have a marketing strategy in place for launch with your target market in mind. This will ensure that you have will not be creating a game that is only played by the ones developing it.

I can assist you on this project in terms of art assets. I can create the 3d models needed for the game. Whether this is characters, vehicles, props, or buildings. I can also texture these models, rig them for animation, and animate the movement / attack cycles.

In addition, I can create 2d assets you would need for HUD or UI elements, splash screens, or cover art.

Furthermore, I can contribute to the web design that will help market the game by means of custom art creation, html and css scripting, along with flash development and animation.

Having worked on games using the torque engine, there are shortcuts to the art pipeline I can implement to save time, money, and headaches along the way.

If you want a strong member to head up your creative, I am willing to take on the role. I can provide you with samples and provide references from past and current clients that have found me to be an invaluable asset to their team.

Feel free to email me at : jeff@shinstudios.net
#2
03/05/2009 (6:41 am)
nominal pay is an odd term to use as it could mean:
below average pay or payment by crediting of name (2 different things)

May I/we ask which is which ?

#3
03/06/2009 (7:06 am)
Thank you Jeff, I shall be in touch.

Of course Eb.

Nominal was simply intended to convey the idea that this is not going to make anyone rich, but it will be compensation based upon the next sentence. Milestone contract basis with predefined milestone objectives. This would imply that payments will be made each time the programmer, or modeller, has reached certain points - completed specific coding requirements, or a certain number of models.

The payment will be negotiated between the two parties. I am confident if all anyone negotiates for is a credit when we are live, that would be great! However, most people need to eat. I envision payments more in line with $100 to $250 per milestone (monthly, semi-monthly, or quarterly). Now this may be way too low, and I will need to study the demands and expectations of the market in greater depth if that is the case, but a part time freelance artist working a few hours a week picking up a few hundred extra dollars does not seem out of line for an independent design house. And anyone committing to a long term working relationship will be considered for potentially joining the team on a permanent basis. Our financial model is going to reflect approximately 5% of gross profits (after live, obviously) to each of the core designers. (Our current financial model does not entertain more than 6 to 8 core members).

It is a niche market, so I do not expect incredibly high subscription numbers, but sufficient dollars to be self sustainable at 4000 to 10000 subs. Of course, everything escalates from there; more subs, more bandwidth, more server space, more costs, but more income to support it.

I hope that answers the question.