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StrigiTeam 6

Posted: Sun Jun 15, 2014 10:07 am
by Chairman_Tiel
Image


Intro

Greetings. This thread is a followup to another one on this forum regarding the creation of a development team for projects outside the scope of Minecraft modding. Indubitably these will primarily consist of games across several genres, such as the RTS in development or the hypothetical FPS mentioned in the original thread. Seeing as the purpose of this is to combine efforts to achieve a better result in a more expedient fashion, though, it should go without saying only one will be the focus of the group's attentions at any given time. A backlog of game concepts is likely going to maintained, but for the most part if you're interested in joining I'd like you to either have a skill or be willing to learn one over the next few months. After all, everyone is very much an ideaman second, are they not?

Recruitment is now closed. Sorry :s
Spoiler:
Anyway, continuing on that note, if the opportunity to indulge in this rather neat hobby intrigues you, just reply below or PM me with the following information:

Application

Name:
Age:
Position: At present these will be
  • Modelers create, optimize, and UV map 3D meshes in their software of choice by Concept Artist or World Builder specification. Will require abidance of relevant geometry rules and/or working pipeline (.obj format vs .dae, etc)
  • Concept Artists sketch or use another medium to convey designs for assets to other members of the group. Must be able to do so concisely and with the detail necessary to make use feasible.
  • Texture Artists utilize UV maps provided by Modelers in the Gimp or another image manipulation software to skin models in the asset pool per Concept Artist specification or their own if the former is inapplicable. May be called upon to create tileable prefabs for levels and such.
  • World Builders are responsible for designing levels, scheduling encounters where applicable, etc. Note that the job is more strongly influenced by group opinion than the rest - World Builders will be required to listen and participate in group discussion, always deferring to overall consensus over their own outlook.
  • Animators take Meshes provided by Modelers to apply Bone (and Inverse Kinematic where needed) systems for the purposes of animation. Animators have a huge amount of headroom - they will typically be given a model and a style by a Concept Artist and then follow their own interpretation in manipulating the model.
  • Audio Compositors create or acquire audio assets and normalize for use. These include everything from gun effects to music. An Audio Compositor will also be required to contact & interview prospective voice actors for the current project.
References: (examples of work if applicable)
Bio (optional):

note: Even if you don't know one of these trades by heart, we can work together on developing your skills in them. This is as much a workshop as a joint organization.
"Rules"

Of course, I should also probably take the opportunity to establish some ground regulations. Aside from being civil and always considering the viewpoints of others (I really don't want the majority-rules cabals forming that did in CMA's Skype group), my sole requirement at the moment, and one I feel the need to enforce pretty strictly, is that of communication. Every week we will have a group meeting to discuss plans and progress through whatever medium we decide on. These are mandatory - failure to miss two or more subsequent meetings without prior notice will result in removal from the team. Consistency is key when it comes to collaboration, especially when it comes to avoiding situations where a guy or two is left hanging waiting on what you're doing.

I also reserve the right to draw up more rules as we go along. Make no mistake - this will not and hopefully never will be a libertarian's wet dream. We will have discussions, we will have consensus, but I know from the past that this team won't get anywhere if those are the sole means of reaching decisions. Project Lead has final say. I will do my best to look at everyone's thoughts, yet understand that inevitably a choice is going to be made that you don't like. When that happens, I only request you act rationally and excuse yourself if necessary. I know it can get frustrating but it's going to likely happen to all of us at some point.

Roster
- Tiel, Modeler
- Prototype, Modeler
- Error, Modeler
- Fenway, Audio Compositor
- ShadowCat, World Builder
- catsonmeth, Concept Artist
- ACH0225, Animator
- mattihase, Neophyte


To-DO

Complete X Pre-Alpha

If there's anything glaringly missing here please do inform me.

Re: StrigiTeam 6

Posted: Sun Jun 15, 2014 10:16 am
by Prototype
Name: Prototype

Age: 17

Roll: barrel

Role:
Spoiler:
Image

Horrendously optimised .obj model

This was done after looking blankly at Blender for a few days.

Re: StrigiTeam 6

Posted: Sun Jun 15, 2014 10:33 am
by ACH0225
Will anyone be needed to make tech trees or backstory or anything?

Re: StrigiTeam 6

Posted: Sun Jun 15, 2014 11:06 am
by Chairman_Tiel
That falls into the secondary role as designer. Basically taking on one of those roles allows one to have a voice in deciding that type of thing. Essentially we come together, decide stuff, and then each little section of the pipeline does their part to move the piece we thought up together forward on the assembly line. As much as I wish I could say "hey, we need all the ideas, guys!", that's just not how an effective dev team works.

As I pointed out, though, you by no means have to come into this with the skills required to fulfill the role you pick. I have at least a working understanding of pretty much all of these. so I can help anyone who is willing to learn, but aside from that I can't really do anything. If you're inquiring about yourself, World Builder is probably the job that requires the least amount of overall artistic finesse, just understand that since anyone filling it has a disproportionately large responsibility in creating levels they're pretty much second fiddle to everyone.
prototype wrote:
Spoiler:
Name: Prototype

Age: 17

Roll: barrel

Role:
Image

Horrendously optimised .obj model

This was done after looking blankly at Blender for a few days.
That's pretty decent. Truthfully you're really good at this, my only real concern is getting you to follow sealed mesh. Well, that and your workload - I don't want to stress you out.

Re: StrigiTeam 6

Posted: Sun Jun 15, 2014 12:02 pm
by Prototype
Workload won't be an issue after Friday. And besides, Blender is a fair bit faster than Techne for modelling (not as in technique, Techne is faster, but lag is a real issue for it). I could perhaps have two things in progress, but I need to learn how to properly set it up or texture. And sealed mesh I should be able to follow. Might take a while though.

Re: StrigiTeam 6

Posted: Sun Jun 15, 2014 12:28 pm
by Professor Fenway
Name: Fenway

Age: I'll be honest here, 16

Role: Audio Compositor

Why this and not texturing? I don't feel like i'm a good enough artist to really draw things outside of pixel-art level, and I have some audio software and hardware I want to learn to use. Project gives me excuse to use it.

I'd most likely work on ambiance and music, given that I don't really understand it's range of capabilities

Example: Derelict (Remember, this is old and not a true representative of future stuff)

Re: StrigiTeam 6

Posted: Sun Jun 15, 2014 12:44 pm
by Chairman_Tiel
Glad to have you on board :D

Though texturing on a bigger level is really easy when you get the hang of it. I'll have to show you sometime, you've got the artistic prowess to make it work better than me.

Re: StrigiTeam 6

Posted: Sun Jun 15, 2014 12:59 pm
by Shadowcatbot
Name: _Shadowcat_
Age: 100(According to my profile, it should be like 103 though)
Position:
World building/Minor concept artist
More appropriate might be Concept world building.

Re: StrigiTeam 6

Posted: Sun Jun 15, 2014 1:04 pm
by Chairman_Tiel
Do you mind drawing up something as a reference real quick? It's something everyone's provided so far and I really need to put it in the app.

Re: StrigiTeam 6

Posted: Sun Jun 15, 2014 1:19 pm
by  ҉ 
I'm still hoping to be able to help with textures at some point, but that can't happen for a while at least. I don't have access to any of my work from here, so I can't provide examples or anything.

Re: StrigiTeam 6

Posted: Sun Jun 15, 2014 2:04 pm
by Prototype
Adrien Victus wrote:I can't provide examples or anything.
Are you forgetting this sexy beast?
Spoiler:
Image
But I'd like to see what you've done since.

Re: StrigiTeam 6

Posted: Sun Jun 15, 2014 2:07 pm
by cats
Name: Catsonmeth
Aliases: MercurySteam, Karesh'Ni, Pimp Daddy Sugah
Age:17
BIO
Height: 5'7''
Weight:159 lb
Eye color: Green
Hair color: blonde

Role: Concept artist.
I'll get a portfolio together later. I can probably help out with texturing, world building, and possibly audio and animation.

Re: StrigiTeam 6

Posted: Sun Jun 15, 2014 2:10 pm
by Chairman_Tiel
no fuck you gtfo








jk jk much hug

Shadow I'm going to put you down since I'm doing it for cats and he doesn't have anything on hand either, but I still expect that drawing some time in the next day or so, mm?

Re: StrigiTeam 6

Posted: Sun Jun 15, 2014 2:19 pm
by Iv121
May I ask which platform you plan to work on ? Or which stuff do you even remotely plan to make ? As based on this the applications of ppl will vary, plus I didn’t see a single mention of the most important applicants of all - the coders (or modders again depending on the platform, if you make a mod for skyrim you are prob not required to code the game from nothing ...), I don't see anything being possibly made apart from fan art without those guys, after all what makes something a game is the ability to interact with it.

Re: StrigiTeam 6

Posted: Sun Jun 15, 2014 2:26 pm
by Chairman_Tiel
Platform, existing assets, new projects, etc, are something I intend to share with the team come first meeting. Some of this stuff is supposed to be a surprise, after all ;)

Regarding coders, that's yet another of the secondary roles I was talking about. We're not going to be making engines from the ground up in C++ or any other language - at least not initially - though I think the past has shown that people here just can't get into programming, anyway. However, every single team member is going to be expected to at least have a working understanding of whatever platform we're using at the time. If it happens to be Unity (not a fan, just for instance), everyone needs to know how UnityScript works. If we ever do a mod for Skyrim (which I doubt, but again, an example) everyone needs to know how to work with Creation engine. I want to stay away from having just one person or two solely as an 'ingamers' because that just leads to unnecessary bottlenecks in the pipeline. Since we're never going to be working on content advanced to the point where the knowledge required is going to necessitate a specialization in that regard to be efficient, I don't consider it necessary.

Does that answer your question? :)