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Found 169 results

  1. THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter 3D CHARACTER MODELER We are looking for a 3D Character Modeler to create and polish 3D characters for the game. You will be collaborating with the team in creating 3D characters that meet polygon-count and texture quality requirements. You will also need to be able to enact upon instructions from the Art team Lead and the Project Lead. Your duties include: Create 3D characters conforming to the polygon-count requirements. Skinning and un-wrapping of models created. Make adjustments to created models when required. REQUIREMENTS To be successful in this position, following requirements apply: Have working knowledge of 3D modeling suites. Understand import/export requirements for Unity Engine integration. Excellent self-management skills. Excellent attention to detail. Excellent communication skills. OTHER OPEN POSITIONS 3D Environment Modeller Website Manager Unity Engine Programmer REVENUE-SHARE The project is marching increasingly closer to be ready for our crowd-funding campaign. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  2. Im say Hello for everybody ,for every guest on this blog ! My name is Oleg (im here https://www.timeanddate.com/worldclock/russia/tolyatti) and im sorry for my bad english skill. So,what im gonna do . Post here my current sketches ( almost everyday ). What i need from developers with expirience (sure if you have time for me) , is critique for any part with any angle , advice , recommendations , your corrections about actual styles and trends and your test works for me if you want(for next "paint day"). And im read all messages, think more and do more, i hope do better and better Im streaming almost everyday you can type on chat (if im online) ( https://www.youtube.com/channel/UCax7W3OAuGdIukLYRUK3VSQ)
  3. First AI Unit look The county Sheriff The game will have various type of unit that will investigate your behavior and that will populate each level. Depending on your action unit will become harder and in bigger number. The basic unit is the regular cop, followed by the sheriff. Second unit type is the army soldier, followed by their caporal. Third unity type is the Majestic unity, which are governement alien oriented unit. Each of the unit will have their look change based on their location and behavior (ability and feature) affected by their rank. For instance, a soldier may or may not wear a night vision, allowing them to see you in the dark, but they won't be able to see you if you are cloacked; then, their caporal, may or may not be equip by a heat vision allowing them to see you cloack. Global awareness effect Each action you do can affect your global awereness and if the globe know about your presence on earth, they will prepared themself. Some city may be under the protection of the army, while some region may increase the amount of patrol to keep the street secure. In this non linear game experience we want action to have consequences. That statement is often trown in the air and we don't pretend there is a good or a bad way to do it, but we want to make sure that each game you play is really unique and different. We want this addictive game to be fun as you try over and over to beat it. Beating the game is going to be very challenging, it has this core arcade root that require painfull death and frustrating time But unlike classic game that you really replay the same game over and over untill you learn the pattern, this one is trying to be different on each session while allowing you to improve with the core level design of each country. State of the game update Almost a year of development. I can't beleive it. It much more work then i thought, but it much much better than what I was hoping to achieve. We are confident in delivering a full feature indie game. It's fun to finally work on visual stuff, i insisted to work only on the code to make sure it was possible to do my vision before doing anything visual to avoid wasting time and focus on feature. Now that everything is done in a rough state, the focus was on building the basic asset. We now have enough asset to start building a level. Once the level is done, we can finally test all feature in real-game environnement and slowly improve their functionnality and the look/special FX/sound of each of them. We can also slowly add asset and replace generic one. Add more unit and create all three playable caracther. All the core feature (script) is working and being tested / improved / rewritten The main menu is completed (no audio yet) Soundtrack is completed (very nice bad ass classic sounding retro music score) The hangar is completed (no audio yet) 80% of the assets required to build 2 levels are completed We are implementing temporal AA for highest quality possible. We are still updating/improving character controller and AI for better performance Current Milestone : Build the tutorial level (so we can test all feature in 1 single map and improve them) (3 month) Next Milestone : Build a demo level to show the game (1-2 month) Third Milestone : Finalise asset, playable character, sound and special FX of first 2 level (2 month)
  4. I am currently an undergrad several months from graduation. My major is in Game Programming and Development. During the course of my studies, we've had a few modeling classes and I really took to it and feel that is the direction I really want to go, specifically I would love to become a character artist. I keep hearing about your portfolio being super important, but I've really never been able to find out what kind of work is best to put into my portfolio. There's no "put 2 of these and 1 of those in," kind of tips. I get that I'll want to put some characters I've modeled in there, but I guess what I really want to know is, if I want my portfolio to be noticed and taken seriously for a character artist position, what is the best way to present it? Since most of my courses have dealt more with programming, I need to build everything for my modeling portfolio on the side, outside of class on my own time. I know there are no specific numbers like: put 3 realistic humans, 2 robots, a creature, and a stylistic character in your portfolio. But as a general rule is there some kind basic guideline or tips for what to make to get your portfolio off to a good start?
  5. Undergroundies

    Uagi-Saba Mystic Showcase

    From the album: Uagi-Saba

    Mystic body part showcase, releases November 30th.
  6. Last week was intense! There's a lot of new stuff! So without further ados, let's cut the cheese. 🧀 Loading Screens A-Plenty So last week I said I was able to load a level from the main menu. However, there were some problems when it came to the reactivity of the app during that loading phase... The game froze and gave no signs of activity, promoting Windows to administer the "Not Responding" treatment. To fix this I've broken up the loading process onto three separate loading processes. I've also optimized the music playing feature: it now initializes before the menu screen, so now everything can be offset to a secondary thread. It's just a matter of waiting for the end of that process with a Coroutine and load the next scene when it's done. This significantly speeds up the loading process to the point where some loading screen only shows up to immediately disappear after. Getting In and Out of Levels Secondly, I've finally linked all levels together. Now, when the player jumps down the Ethernet port a loading screen is shown and the next level is then loaded. This means that the player can theoretically complete the game for the very first time. (Yay!) Levels Thirdly, there is now more than one level. Each level has their own localized name. In the future, an AESTHETIC Sonic-like splash screen will be shown to introduce the level. Right now it's only a small notification, but it's getting there. Because the game uses a palette, it was really easy to add other levels. I did, however, need to make each level look distinct from one to another, so I had to work on their palettes a bit. In order to get the right feel, I've tried to get Vaporwave images that inspired me and extrapolate on their palettes to create new ones. Here's a bunch level and their respective name: Keep in mind that there'll be some level-specific props for each level in the future. (Just changing colours won't be enough to make each level unique) I also want to mention that two of these levels, mainly Current Cave and Hot Hell, have inverted palettes. Usually, each colour changes their values from light at the top to dark at the bottom. These levels have these value flipped. This creates an uneasy feeling, not unlike photo negatives. This effect was used in Current Cave to indicate that it's dark, while at Hot Hell it's hot. Development Builds While working on the game, it occurred to me that I've never built my game at all. This was kinda troubling, as I had a skewed view of the game's performance: the Unity Editor creates a lot of overhead, meaning that the game genuinely runs slower in the Editor than as a standalone. So I've decided to finally build one small developer build to evaluate the game's performance. While doing this I've also decided to tweak some the standalone's settings. For example, I've added a nice logo at the game's main splash screen. (Just a placeholder one don't worry) I've also added a bunch of program icons and cursors. While doing the cursor, it occurred to me that I could generate different cursors for each level, so I tried it. First, I've created a base cursor image. Secondly, I map each colour channel of our base cursor to a colour given by the palette and store the result for later use. Then, when the level loads, we simply replace the cursor with the level's one and voilà. But anyways, I was able to compile a development build and give the link to some of my friends and relatives... I won't put it online right now: there're some easter eggs in it that aren't hidden yet 😉. Counting .mp3 files, the game's size is about 80 MB. While this can be quite big it is but a development build, so not everything has to be perfect. New Characters There's also three new "character" classes: gunner, marksmen and swordsmen. Each of these characters starts with their own equipment, base stats and even their own focus alignment. When the player starts a game with a specific character, its choice is saved in the save file. When the player plays again, the last used character will be already highlighted. But enough talk, let's get right into each of these classes. The Gunner Nicknamed "True American", this character starts with, well, a gun. His weapon: The Gun The gun is a new hit-scan weapon that can also be obtained in-game. It uses ammo and doesn't need to be charged like the bow. This is quite handy, but this weapon is also especially loud: It's not the most subtle weapon out there. Also, unlike the bow, it can only hold a set amount of bullets. (no reload sorry guys) When the gun runs out of ammo, the player can use a secondary melee attack. This attack, however, is considerably weaker than using a bullet. Once the player has a gun, ammo will spawn where common consumable items would also spawn. It can even be found in Malls if the player holds a gun when the level was generated. The ammo is game persistent. This means that if the player had a gun, collected and used ammo, switched to another weapon and switch back to another gun then the ammo amount will stay the same. His Item: The Cellphone The True American also comes whit a cellphone. This gives him the ability to create one-way teleportation points. His Stats For stats, he's really kinda weak compared to The Standard, but what he loses in raw defence he gains back in HP, making him a powerhouse if you can avoid direct contacts with enemies. The Marksmen Nicknamed "Robin Hood", this character uses a bow to dish out damages. His Weapon: The Bow This new weapon can also be obtained in the game. The Bow is used in conjunction with arrows to create a formidable combo. Unlike the gun, the bow isn't a hit-scan weapon: it instead throws arrows. In order to be effective, this weapon needs to be charged up. The player presses and hold the attack button, and release it to unleash a deadly arrow. The longer the player holds the button the faster and deadlier the arrow is. The player can also use a secondary melee attack by quickly tapping the attack button rather than holding it down. This is useful to break breakable boxes or quickly dispatch weaker enemies without wasting any arrows. Like the gun, when the player runs out of arrows, then the weaker melee attack is used. Arrows behave just like gun ammo: they will be lootable when the player holds a bow and their amount is game persistent. Oh, and it's a really expressive way to do art too: His Item: The Survival Gear Robin Hood also holds a survival backpack. This makes him able to consume some of his health and produce food items. His Stats Robin Hood's stats are somehow similar to the True American's, but where the latter gains more in HP the first has a significant advantage in Agility. The Swordsmen Nicknamed "The Standard", this is the default character and probably the only character that isn't an unlock. His Weapon: The Sword The Standard uses a basic sword. It only has a melee attack with a set range. It's quick enough to repeatedly attack in quick succession, but that's about it. His Item: None The Standard doesn't hold any items nor any other equipment whatsoever. I'm not sure whenever or not there should be an unlockable item for this character much like The Binding of Isaac or not... His Stats This is a placeholder stats, but the idea is that this character is an all ground one. Minor Tweaks Upgraded particle physics. Now each rock crumbles made by breaking either a breakable wall or a rock will react according to their position and the explosive force of the bomb. Fixed a bunch of bugs with collision layers. Added locked folder items. This means that in order to open these you'll need a key. Optimized the VaporMaker album image system. Now the colour mapping takes place in the GPU rather than the CPU, saving memory and quickening the whole VaporMaker process. Optimized shaders so that the building of the game doesn't take ages. Added colour palette support for many GUI components. Made GUI component's colour listen to any palette changes so that their colour would always follow the palette. A lot of refactors and fixes. Made some GUI layout more responsive. Fixed bugs. a lot. Made State loading more dynamic. Next week What is planned next week is to polish and balance those new classes. I also want to polish some stuff that I've noted down. After that, It's up to bosses. Afterwards, it's the usual suspect... I got to say: the more and more new features get implemented the more and more this thing I have starts to resemble an actual game.
  7. A Unity Asset for customizable lowpoly weapons and shields. - Full Version: http://u3d.as/1hvG - Free Version: http://u3d.as/1jZV You can get the character model used in the video here (for FREE!): http://u3d.as/1kP7
  8. A Unity Asset for customizable lowpoly weapons and shields. - Full Version: http://u3d.as/1hvG - Free Version: http://u3d.as/1jZV You can get the character model used in the video here (for FREE!): http://u3d.as/1kP7 View full story
  9. [UNITY ASSET] Customizable lowpoly weapons and shields. - Full Version: http://u3d.as/1hvG - Free Version: http://u3d.as/1jZV You can get the character model used in the video here (for FREE!): http://u3d.as/1kP7
  10. IratusLord

    #9. Blood Phantasm

    Blood Phantasm — a rather rare example of a naturally occurring undead. Some even theorize that they are actually blood elementals and write many an arcane thesis defending their position. In reality these phantoms are born from a single desire: revenge. Revenge against those that killed them, which in this case is usually you. However, it is not too difficult to distort their perception of reality, simply making sure they see your form in place of your enemies and appling a few bindings to keep them from harming your minions. Then you have a splendid servant. To be constantly haunted by your face... you almost envy their existence. This manifestation of revenge that you have brought under your control makes the Blood Phantasm a flexible minion. He is not only capable of dealing a lot of damage but also able to sustain the life of another minions. Since the main goal is to destroy the enemy, it is up to you to decide if the phantasm attempts it himself or with the help of other undead allies. It may be said that the Blood Phantasm is a hybrid character, whose capacities can be adapted for your style of play. It’s kinda like the Paladin of the undead world. Hence, the new minion advancement system that we talked about in the previous devblog will help make decisions on what role the Blood Phantasm is going to play in your army. We are currently finalizing the abilities of Blood Phantom and working on its animations. Furthermore, we’ve created 2 new backgrounds. One of them you will see on the Dwarven Floor. And another one will appear at the beginning of your journey. Here you will first meet those prisoners who are forced to fight your undead against their will. That's about it. See you soon!
  11. Street Fighter celebrated its 30th anniversary in 2017 and Steve Hendershot captured the history of the series to a depth not previously seen. Steve travelled the world to meet with all the personalities involved in the Street Fighter epic, from artists and producers in Japan to Esports champions from various communities. Steve shared his story with us at PixelFest 2018. PixelFest - "growing artists and programmers through love of games" PixelFest.org View full story
  12. Street Fighter celebrated its 30th anniversary in 2017 and Steve Hendershot captured the history of the series to a depth not previously seen. Steve travelled the world to meet with all the personalities involved in the Street Fighter epic, from artists and producers in Japan to Esports champions from various communities. Steve shared his story with us at PixelFest 2018. PixelFest - "growing artists and programmers through love of games" PixelFest.org
  13. I work in iClone 7. I am mainly a developer. I currently host medical records and various server related services. I am developing a small sci-fi thriller and a economic simulation very much like capitalism. I am requesting a couple artists that know iClone to create some basic male and female characters. Maybe a alien race, haven't decided on that. Just a couple good looking male characters, interchangeable heads, hair, body types, suits, uniforms, clothing sets, and space suits for those characters and some basic animations, walking, running, lifting, rolling, strafing, pick up, set down, duck, crouch, shooting, and talking. All done in iClone with xChange pipeline. If you could be interested you may send me a message or email me at career@i3dix.com This is not a large project, neither is it intended to be. It's a simple 3D shooter, sci-fi meant to be a intro into a larger Galaxy and a run into something I hope will be larger and captivating. The goal is fun, depth, and to capture people in a series like Star Trek, Star Wars, Star Gate, and many popular Sci-Fi's by linking current events with a possible future. Already have sound, textures, and special effects covered. Thanks.
  14. Septopus

    RepairBot Movements

    Here's the completed basic animation set for my RepairBot. (left to right) Turning right, turning left, moving forward turn left, moving forward turn right, jump, moving forward, idle. And full sized android for size comparison. I'm finding robots are an excellent way to improve my animation skills without all the intricacies of organic meshes distracting me. Plus, robots look okay with somewhat non-fluid movements so I don't feel like I'm being too lazy either. hahaha
  15. Septopus

    ArmBot Movement.

    Got my basic set of animations done for the ArmBot. Moving forward/back, idle, turning right/left, and picking up object. When the coding is all done, I'll go back and add in transitional animations to make state changes smoother. I'm apparently testing the limits of the .gif file format as well. Or at least this website's ability to handle them. Gonna go ahead and finish up the animations for the RepairBot as well. THEN I'll start on some props and whatnot.
  16. Hello, I'm an amateur digital artist looking for a beginner-level project. I'd like to be a part of a team that wants to learn to create games. It might be a simple idle, mini, simulation game or a visual novel. I'm still a beginner at backgrounds and I usually draw females but I'm willing to learn. Time invested to the game creation might differ every week mostly because of my work and will be discussed separately. Here's my DA : https://www.deviantart.com/sneikyz
  17. Hi guys! This is the final trailer for the a Independent game that I and my brother are producing. We are working on it for about 11 months and is already almost 100% complete. Will be available in December on Steam. We are using Blender 3D and Gimp software for production. (More details on the game page on Steam…) About the Game: Dongo Adventure will be a 3D platform style game, where the main character (Dongo) is a mouse that ventures through various scenarios (sewer, house, power grid, lake, etc) and faces several enemies along the way (cockroaches, mosquitoes, frogs, spiders, toxic gases, electric wires, etc). He carries a basket / backpack with cheeses that he uses to throw and defend himself from enemies, as well as being able to push objects that helps him to overcome obstacles. The ultimate goal will be a surprise! The game follows the style of games of classic platforms in 3D version, bringing many fun, surprises and challenges. Dongo Adventure (Steam Game Page): http://store.steampowered.com/app/811450/Dongo_Adventure/ Dongo Adventure (Final Trailer): https://www.youtube.com/watch?v=_fOhuHG07Lo Thanks for following the project!
  18. Hello, everyone! This month was my first in new city and it was a little bit scary at the beggining, but I've used to it and now everything is great. I've managed to create rough logic for every type of enemy so far. This means that each type of enemy functioning like it should, but nothing more. Sometimes their actions looks very stupid and not natural because they just following core logic. But this is great, because I have a good base for all enemies and now I will expand their "mind" by adding more code to AIControllers. Also by making 7 types of enemies I've established forflow wich will help me to add new enemies very eazy, so that means that it will be not very comlicated to add new types in future. But during creating enemies' logic I've discovered that behaviour trees in UE4 not very useful for me. I don't want to criticisize Unreal, but maybe this system heve some hided features, maybe I didn't study it well or maybe something else. So I don't use behaviour trees at all and make logic only by character BP and AIControllers. Also this month I've made a weapon system and simple menu. Character has two weapons: primary and secondary. You can change only secondary in menu before enetering level. Each weapon type has it's own fire type, damage, recoil, spread. But for now shooting not very complicated and recoil effect is very simple. I've added all types of wepons execpt a shotgun, because I've made a model for it and after looking on it in engine I've realised that it is ugly and can't be in the game, so I need to redo a model and made a logic for it. Here some video clips: 2018-09-30_21-39-56.mp4 P. S. I will not show enemies because a lot of them are in very very bad shape and it's ashamed for me to show them, but I hope that I will do it the next month. 2018-09-30_21-28-32.ts
  19. Hi there,I'm in need of a dedicated artist who wants to help in the development of a game for switch.Stylized/Cartoony style is preferred.Requirements:Quality 2D Character designAbility to create custom weapons and armor + animating themExperience with 2D puppet riggingBonus:Experience creating 3D environment objects. Exterior and InteriorPlease do not respond if you don't have the time to dedicate to a larger size project.If you aren't good with 2D art and animation, but great with 3D environment objects, you can still contact me.If you're interested, contact me at addictcodercs@gmail.comPlease send portfolio. Bonus for animated art. Double bonus for characters switching gear. Triple bonus for animated characters switching gear. Thank you all,_addictCoder
  20. Hello there! I’m the creator and producer of an upcoming visual novel / video game. My team and I are looking for artists (character and background), writers (experienced in writing relatable characters and witty dialogue), and programmers (familiar with unity and creating mini games). Our team is a group of close friends looking to break the mold of the traditional visual novel and create something new and positive. This game will be highly promoted and be a great portfolio piece. Rates are negotiable! If you are interested please contact/message us today! OConQuestGame@gmail.com
  21. Hi! What we're doing: We are working on a 3D RPG game made with Unreal. It's set in the 19th century and contains some fantasy based elements all of which will be explained if interested. Current team: The current team consists of 4 programmers and 3 artists. All of us are either still in college or working and the whole process of model creation is going really slow. So we are looking for one more experienced person What you will be doing: We are trying to create all of the assets ourselves. The aimed style is stylized low-poly. Currently, we only have one 3D character model finished (still not skinned or animated) so we would need help in either skinning and animating the created model or modeling the new ones to speed up the process. Most of the 3D character models are either human or humanoid demons. Requirements: Have knowledge of creating 3D characters in any of the 3D modeling suites, how to skin and possibly animate them. We are all still learning along the way so we don't expect you to know everything. Just have the will to ask and improve yourself along the way with us Final Goal: Have a vertical slice or a demo ready to send to publishers and possibly get some investments. If all else fails you'll have new additions to your portfolio If interested please send some examples of your work to: blackflicka69@gmail.com and we will contact you as soon as possible.
  22. Thief's Roulette is a Choice Driven Puzzle game inspired by the Danganronpa and Zero Escape game series. The game is being developed for Nintendo Switch and PC. Thief's Roulette takes the narrative heavy design of Visual Novels and combines it with immersive, first person Puzzle gameplay to create a unique gaming experience. With Thief's Roulette I hope to take the player on a journey through betrayal, deception, and trust. Player freedom through choices, building alliances or creating rivals will be the driving force of the game. With Thief's Roulette I'm attempting to blend some different game genres in interesting ways. Features A gripping story of deception. Who you choose to align with may either lead to your death or your survival. Heavy Player Choices that can alter the path of the Story. Multiple Endings Immersive and Intricate Puzzles to Solve. A Natural approach to Difficulty: Any time during a Puzzle, you may ask your teammates for help. Players who want to take on the challenge with no clues can simply not ask for assistance. Fully explorable 3D Environments and VN Style Artwork. A cast of unique characters with their own goals and personalities. Some are only out for themselves, others may have your back when the time comes. The game is currently in its early stages but I've recently been making a ton of progress. There is a Trailer nearing finalization. I plan to show it off very soon. I try to make semi regular Updates on Twitter
  23. Hello Gamedev.net! We are a small group of game developers searching for a 3D character artist and programmer to assist in development of a 3D first-person action-adventure roguelite set in a sci-fi egyptian inspired setting. Some tid-bits about us and the project: The team has a combined 15+ years of AAA game development experience with several well-known shipped titles. We are highly motivated to create a unique, high-quality experience, focusing on tight gameplay and interesting aesthetics. We’re a fun, goofy, and relaxed bunch looking for other fun, goofy, and relaxed guys and gals to not only work with, but to hang out with as well. The game is being developed in UE4, and is currently in early pre-production. We are hoping to have a small prototype of basic game mechanics complete by end-of-year. We are looking for individuals who are self-motivated, willing to take initiative, and can wear several hats. These positions are primarily part-time; each of us have full-time jobs in AAA and can only commit 5-15 hours a week. We also respect that people have personal lives and so are extremely flexible with working hours. Game development is a marathon, not a sprint! The team is currently self-funded and completely at-will, and as such the positions are unpaid; however we are looking to turn this into a commercial product, and revenue share will be significant for early members. We are looking for developers who have at least 4+ years across hobbyist/professional game development and at least a single shipped title/mod (commercial or non-commercial); no specific requirement for UE4 experience but it's a big plus! Here's some concept/screenshots: https://imgur.com/a/wiv9P1D For those interested, please send me a message with your role and qualifications and we can set up a time to chat privately and in more detail. Thanks!
  24. addictCoderCS

    2D Artist Needed

    Hey all, I'm currently working on a medieval web game. I'm in need of character art and ui art. I don't care if it's realistic or stylized. There is no animation. Experience in front-end technologies(html, css, javascript, jquery, ajax) would be a bonus. If you don't have front-end experience, it's not a problem. I can handle it all, I just hate front end. Work I've already completed: Stood up sql server and sql database. Developed API to be consumed by game using OAuth Developed class library to send requests and receive responses from API. I'm a very experienced programmer. This isn't a project started by a self taught beginner programmer. I've already sunk some money into the project and am very serious about completing it. I know I could get some free art online to get the job done, but I figured I'd give an artist a chance to showcase their work on a published project. This is not a Unity or Unreal project. What I need: 2D Artist with experience in character art. Experience in 2D environment art. Experience creating UI elements for web. Front-end experience a plus, but not needed.
  25. Hi, I am developing my own 3D engine in C++ using Vulkan, called Fusion3D - See my post elsewhere on this forum - and to help test it and develop new features, I wish to design and develop a 3D game inspired by the Deus ex and Cyberpunk 2077 games - It will be a mission based(small singular stories) tech demo, that may become a commercial game at some point, or at the very least, a free tech demo to promote the engine. So we need the following. 1- Artists to create maps/environments, with textures. 2 - Artists to create animated characters, both player and npc. 3- 2D artists to create GUI/UI elements, logos and menus. If you can do more than one of the above, that is fine too. Pls reply here or via email: antonyrwells@outlook.com I am happy to offer royalties(We can discuss how much later) if either the engine or game makes money. fair and equal.
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