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Team name:
Blood on Binary
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Project name:
Escalation, Sacred.
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Brief description:
Escalation is going to be a Massively Multiplayer Online Role Playing Game (MMORPG) produced using the 3DS Max for model creation and RC2 for pulling it all together. Escalation thrusts the player into the role of an ordinary citizen of the United Kingdom at a time when the fabric of society is close to coming apart completely. Players may choose their occupations and allegiances at will, as well having control over the morality of their actions, regardless of which side of the law they operate on.
Sacred Chronicle is to develop a multi-genre game that will be almost entirely player-driven. What the body of players determine as the game's future, will be the game's future.
Escalation and Sacred have been in design for around 2-3 years, with a lot of the ground work and story being worked upon to near initial completion. Each project was intended to work of the same base as the other but with slight differences in features implementation and unique aspects that suit each projects theme. This was done in order to give faster production but also to prevent the 'same game feel' that might have occurred should they be too close to their parent base.
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Target aim:
Retail, the game itself as a package will be free to counter those who might try to get around any serial code we come up with etc. Playing the game online will cost you on a monthly basis but will be payable via Phone, Text message, Card etc.
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Compensation:
Due to costs such as the Servers and software we are unable to pay upfront but we can offer percentage based pay whereby once the costs of the server have been met then profits will be split accordingly. We work well as a team and although payments will be made at some point in the future it is not that which drives us but rather project completion and success first and foremost.
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Technology:
Our target system is the PC operating upon 98, ME, XP, Vista currently is still in testing for complete compatibility.
The tools used are all based upon their compatibility with RC2 thus 3DS Max, 3D World Studio are the best options to be used when creating game content for the projects in question, everything else is code editing and done in different editors depending on my mood (SilentSiren, me the lead programmer). Sound is covered using Host Sequencer: Fruity Studios most of the time for putting notes together.
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Talent needed:
For all of the following positions, although it is not needed, an experience with RC2 at some point in your life would be an added bonus if only just to poke fun at finding the correct art pipeline and the many stresses it involves :-).
3D Artist/Modeller (Models need to be textured preferably by the same person)
We will have a list of items, buildings and other types of models that will need to be created and it will be a straight forward task of simply working through that list. Enough description will be given to provide a general idea of what is needed, but there will be enough freedom to add a little of your own twist to keep things interesting.
2D Artist/GUI Design
Much like the 3D Artist and other roles posted, there will be a list of screens and window GUIs that will need to be planned and constructed but you will have the freedom to interpret the design specifics how you please to give you creative freedom while working.
Concept Artist
A lot of the time we hope the descriptions will be enough for the Artists to get on with to create the content needed, however for purposes of showcasing and also to aide with said design we would require the skills of a concept artist to draw up the descriptions into visual form to aide the transition of text to model.
Position of 'BLANK'
If you feel you have a skill that is not listed already as a job type but feel we could benefit from such please apply and get in touch with us, details of which are further down.
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Talent structure:
SilentSiren – I am one of the Team Leads and also Lead Programmer, when I am not managing the Teams resources such as web designing, I am developing the code base of both projects.
Trask – The other Team Lead and also the Lead 3D Artist, like myself he shares some of the workload of the team management from time to time when I am too snowed under but also deals with a lot of the Content creation and Art pipeline issues.
Silverwolf – The Lead behind the project Sacred, as well as being an excellent writer he plans and coordinates the creation of Sacred along with newly added Joeyboots.
MaestroRage – The musical Maestro behind the sounds of Escalation and Sacred and has been with the team for many a year now creating a healthy library of great musical scores.
Akira – The Lead Support having a general depth of understanding on both projects and errors that may occur as well as being a long standing member, Akira has dealt with many a issue previous testers have had.
Kere – Our liason and close friend who runs a MMO Community website
Joeyboots – Working in coordination with Silverwolf in proofreading and suggestions upon Sacred
Newf – 3D Artist currently creating content for Escalation and Sacred
Tristan – Working in conjunction with MaestroRage in order to ease the load
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Website:
Blood on Binary
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Contacts:
silentsiren@bloodonbinary.com
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Previous Works by Team:
– Start up company website developed for those linking Schools and IT.
– Church of England website, developed by SilentSiren.
– Early edition of Escalation in one of the first production cycles from concept to actual game tests.
- News interview on our early release of an Escalation test.
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Additional Info:
Screenshots
A Phonebooth "who you gonna call?! Ghostbusters!"
Apartment, here in England we call them Flats which makes no sense as they are pretty non-flat looking
If only I could build my house in 3DS Max I wouldnt be in debt with a mortgage...
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Feedback:
ANY