Seeking Volunteer Modellers/Animators for a Full Sail Project
Greetings. I'm part of a 4-man team that has been assigned the task of making a fighting game for our graduation project. The project is due to be complete at the end of August, so starting early May, we'll have about two months to gather assets. Although the school provides us with an asset team, they can only provide us the assets for two characters. We'd like to have a few more, and that's why we need you. Currently, the design doc is done. It includes detailed descriptions of all characters, including visual art, descriptions of all animations, and important animation keyframes through stick figures. The models should be designed for cel shading, and follow the art style as exact as possible. Each character needs about 40 animations, most of them very short. If you can help us get an additional character(s) in the game, you will be credited in the game. In addition to serving as a great resume booster, we intend to enter the game into as many independant game development competitions as we can qualify for. For an idea of how the art style looks, you can view the first two pieces of concept art here: http://sleekmedia.com/images/Encore1.jpg http://sleekmedia.com/images/E-Liz1.jpg If you have any questions or are interested, please e-mail me at GoldenJoe24NOSPAM@yahoo.com. Remove the "NOSPAM". Thanks Joe
Tis in ourselves that we are thus, or thus!
A few questions/comments:
1) If you're essentially outsourcing all of your art assest, what are the four of you doing? Four programmers for a single indie fighting game seems a a bit excessive (to me anyways).
2) What kinds of polycounts are you shooting for?
3) What formats will you be working with, or have you created or will create a custom exporter for Max and/or Maya for your own proprietary format?
4) Are all of your concept sketches like those, or do you have any solid multiview drawings for modelers and animators to work with?
5) Are you going to support bone animations, shape blends, or both?
These are just some things that come to mind that you might want to be ready to answer for a modeler or animator.
1) If you're essentially outsourcing all of your art assest, what are the four of you doing? Four programmers for a single indie fighting game seems a a bit excessive (to me anyways).
2) What kinds of polycounts are you shooting for?
3) What formats will you be working with, or have you created or will create a custom exporter for Max and/or Maya for your own proprietary format?
4) Are all of your concept sketches like those, or do you have any solid multiview drawings for modelers and animators to work with?
5) Are you going to support bone animations, shape blends, or both?
These are just some things that come to mind that you might want to be ready to answer for a modeler or animator.
laziness is the foundation of efficiency | www.AdrianWalker.info | Adventures in Game Production | @zer0wolf - Twitter
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