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Bensam123

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  1. [quote name='d000hg' timestamp='1305836607' post='4813175'] You are going to struggle without stuff to show. That could be a combination of: [list=1][*]A proper design document with art to catch the imagination[*]Business plan[*]Concept demo(s)[/list] If you are going to be weak on the demo side, you need to be stronger on the other angles... people with cool game ideas a dime-a-dozen. Have you considered if some subset of the game, or some of the unique features, [i]can[/i] be developed as a small game-demo? It would be unusual that you can't play the game without the entire thing being built. Is this the part where you tell us it's a brand new MMO that will make WoW look like a text-RPG? [/quote] I have two of those three. I'm working on concept art, but most companies are aware of how easy it is to task a team and riddle out of a game if they want to (which was loosely pointed out by other people). I've read most of your articles before I even came here Tom, as well. If I had a full game already or a working demo I wouldn't be here as I would be self-publishing or pitching it to Valve, who is quite reasonable about publishing games on Steam. I don't think that's entirely true either... everyone seems to think good ideas are a dime a dozen, yet the game industry has definitely been in a unoriginal slump that last six or so years, that's part of the reason I have decided to pursue making my own game because the games I've so enjoyed no longer exist. The industry is rank with clones and pungent stagnation. I'm well aware of the stigmas associated with breaking in as well. People seem to be all too familiar with belittling other peoples ideas and telling them that it's not worth spit (one of the reasons I've resisted posting on here). At this point in time the gaming industry seems to be more about stepping on other people to make you look good rather then trying to make something amazing. I have considered employing a smaller game to get my name out first before tackling this one. Specifically a smaller game for handhelds that differs from all together from games currently available (there seems to be a lot of open space in mobile gaming that hasn't been done yet). The game I was looking for concept art on is too big to break down into smaller parts (their is more then one facet that interconnects with the game to form a complex system). "[color="#1C2837"][size="2"]It would be unusual that you can't play the game without the entire thing being built. Is this the part where you tell us it's a brand new MMO that will make WoW look like a text-RPG?"[/size][/color] [color="#1C2837"][size="2"]No... not at all. I actually outlined the game into three to four tiers that makes it so it's manageable and scaleable for investor relations as well as a long term product cycle with incremental profit increases combined with a FtP model to promote a growing population base. It eventually may be considered a MMO, but it is not one in the traditional sense at all and wont initially appear that way (I'm being vague on purpose). It's not a RPG either, it's a FPS (RPGs have way too many problems IMO). Something like this has never been done though and as such it would need a very innovative and talented development team. I actually considered approaching Google with my plans as it ties into data structure and statistics heavily and Google talent seems to be unmatched. However, I don't have anyway of talking to anyone in Google let alone nonchalantly talking about a hypothetical in a industry they don't normally take part in.[/size][/color] [size="2"][color="#1c2837"] [/color][/size] [color="#1C2837"][size="2"]I agree Obscure, the concept art I'm looking for is icing on the cake. Mainly I would be using it to set a theme and feel for the universe. It helps having a bit of color on black and white for contrast.[/size][/color] Thanks for the link to salaries, but I was looking for a place on the net where I could commission some artwork, not employ an artist to churn out pieces constantly. I had considered deviantart as well, but I thought I would check around here first. Thanks as well for the feedback as well d000hg. It helps having someone to bounce ideas off of and is willing to ask why instead of just shooting you to a FAQ somewhere.
  2. I agree, Portal was really well played out. I would say Portal 2 got a little long in the tooth during the final part of the game where you're in the old testing center. There was a lot of cliche jokes and it felt like very little was happening in terms of actual gameplay. That picks up at the end after you get out of it, but it seemed more like filler. I started dreading each puzzle as they weren't so much fun as frustrating.
  3. FPS Tribes 2 - Well beyond it's time and it still has servers up (google Tribes Next). The concepts it features are far ranging in terms of revolutionary data map linking, community and features, inventory management and equipment, a multi-level approach to combat including air and ground vehicles in addition to being on foot, one of the first games to feature VoiP support, ridiculously modable, and had quite active developer interaction before the team was fired. Empires - A free mod for Half-Life 2 that is bent on combining RTS and FPS perspectives into a interactive game. Games like this have not been done well in the past and they are doing a pretty good job at combining the two. It does represent a very unique take on the perspective and hurdles that FPS's with RTS elements in them need to overcome. Raven Shield and/or Ghost Recon Advanced Warrior - Very tacitcal shooters before they became more consolized. It represents another take on the FPS genre when pulled away from more casual interactions between players such as Call of Duty, UT, Q3, and CS:S Call of Duty 4 - I don't say this lightly, but the first in the series of Modern Warfare games was done quite well. Many points can be taken from this as to what most casual players like in a game. The game is far more forgiving in terms of gameplay then other games in the FPS genre as well as throwing in a hefty dose of 'carrot-on-a-stick' for players who are after that sort of gameplay. Serious Sam - Gameplay in this game is mind numbingly addictive and offers quite a different take on what should be considered fun in games. It's not quite a survival game like the latest iterations of XYZ Zombie Shooter, but throws as many mobs at a player as it can muster. Really it's one of those games that's loads of fun to play with friends at a lan party till your eyes bleed. RTS Dawn of War - W40k Dawn of War, not the second one (it isn't like the first one) or Soulstorm (made by a different developer), is a revolutionary RTS in my opinion. It differs quite a bit from most other RTS as the game centers heavily around fighting and not only is it done well, but it's extremely well balanced. The animations, voice overs, equipment load outs, interface ease of use, unique races, and the overall quality of the game makes for some remarkable gameplay. The races aren't mirror balanced either, each and every race is quite a bit different from one another. They play nothing alike and are suited for many different play styles. Rise of Legends / Rise of Nations - Both of these games are quite a bit different from the typical cookie cutter RTS's such as Warcraft 3 and Command and Conquer. Rise of Legends in particular is a more polished example of the concepts in Rise of Nations. Units are seen more as a commodity then something you need to strive for and the gameplay is extremely rewarding. All three races present in the game are not mirror balanced and their economies function differently, but still are easy to grasp. The most notable quality in these games is the attrition system which adds a more 'territorial' feel to the game. I have presently not encountered another game with such a system. Sins of a Solar Empire (4x)- Another largely different take on space combat. It seems very close to Homeworld, but is definitely a lot more polished and each expansion pack has seemingly added more unique content to the game. There are many different ways to play the game and exploit your enemies, not centering combat solely around one specific strategy or micromanagement (like Blizzard games). Combat also takes quite a long time, but it fits the breadth of the game considering what they are trying to represent. It's really one of those games you have to play.
  4. Tribes 2, Dawn of War (not 2), and Metro 2033.
  5. So, I'm a entrepreneuring individual who has been lurking on the forums here and been steadily planning out a video game over the last three to four years. The video game in question is not one that can be developed alone, with a small indie development team, or even with a moderately sized one. As such I'm currently undertaking the best way to approach such an idea and make it presentable to whoever's interest I can garner. Currently I'm entertaining the idea of commissioning a concept artist to get what I'm thinking in some very nice art pieces as it remains almost impossible to do more then that without talking with some very serious people. Where would you guys suggest going to commission a sci-fi concept artist, how much should I expect to pay, and what do you guys suggest to catch the eyes of anyone who has the capability to make large decisions?