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[Programmer] Looking for Shooter Fans of the 80’s (Forums : Recruiting & Resumes : [Programmer] Looking for Shooter Fans of the 80’s) Locked
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Aug 26 2016 Anchor

Hey Folks!

if (shooter == spaceships) {youMayContinue(yourNameHere);}

Translated, that means I’m a software programmer with 20+ years experience (C, C++, Obj C, Swift, and now C#) who is again turning his attention to developing video games. My first new project is a space shooter ("shmup”) game based on ideas I have been holding for many years. I believe it will be successful, however, I've never been much of an artist and I'm now looking for help.

I’ll be honest, I DO expect to eventually make some money from these games, but my philosophy is that the money is a side effect of doing good work. If I create something of worth, people will pay for it, and this has served me well for my entire professional career. Still, I've never "won the lottery".

I’ve tried to reach out privately to a couple folks advertising here (you know who you are), but haven’t gotten much traction on the art side so I’m posting this to hopefully attract the right kind of people who have the same passion for 80’s-90’s games that I do.

Specifics :

- This will be a short term project. I'm just finishing up a non-game project, and plan to focus on this full time approximately the end of September, through the end of the year. Meaning that assets will be needed in the near term (6 months or less). If you don’t really have a lot of time, or aren’t REALLY SUPER interested/motivated, please don’t apply.

- This will be a Unity project. I’m doing the code in C#, and don’t really need much help there, however the first choice we need to make is whether it will be true 3D models, or 2D sprites. I’ve seen both used to great effect, and it very much depends on what skills YOU bring to the table. Unity is selected due to the ease of cross platform compilation and distribution. (and because I’ve always rolled my own engines, and I’d like to try my hand at using it)

- I believe in the value of time. All contributors will be credited appropriately in game and online. You will have the option of “profit-sharing” commiserate with your level of participation, but even if there is no profit (cry), contributors will be paid something from the budget I’ve set aside at the completion of the project. Granted, it won’t be a lot, but something is always better than nothing, and it’ll definitely buy you some beer (assuming you’re old enough, but you should be if you’re a child of the era.).


What we have :

- Producer : That’s me. You may wonder what a producer actually does, since they don’t seem to “produce” anything specific. In reality, the producer is the individual responsible for moving production along to completion. So, my first job is to identify what needs to get done, and find people willing and able to do it. (that’s what I’m doing right now). Later on I’ll probably have to do some other stuff too.

- Programmer : I got this handled.

- Designer : Got that too.

- <YAY! I now have serious leads coming in from some great composers. I'm leaving this text just in case> Electronic Music Composer(s) with a firm grounding in exciting 8-bit - 16-bit soundtrack creation. My inner vision for this is very clear. I actually play acoustic mandolin family instruments, as well has a serious assortment of synths and groove boxes on my own time. I'd like nothing more than to do the soundtrack myself, however if I'm going to be doing full time programming and managing the project, I really do need to outsource the music. Familiarize yourself with the soundtracks from these links, and if you think you can accomplish stuff like this to good effect, step right up!

Youtube.com

Youtube.com

Youtube.com

Youtube.com

Youtube.com


What we need :

- 2D -or- 3D artists with a deep desire to create a SciFi shooter theme to be remembered! Japanese Mecha inspired art is generally best, although some organic shapes and frames will also be required. My personal favorites are R-Type (Arcade), Blazing Lazers (TG16. Gunhed on PCE), Gradius V (PS2). Of course there are too many to name, but you get the idea. Once NDA is signed, I can discuss the details of the storyline with you, but suffice it to say it starts off much like the shooters of old (happily blowing up everything) and then can get a little dark. . . (ooo, a mystery!)


- Marketing Manager. Will be the “face” of the game online, handling social media, promotions, interview scheduling, etc. This is an area that has bitten me before, and I won’t let it happen again. You really need to have a proven track record though in order to apply for this position. Please indicate specific projects you’ve promoted, and their ROI.


Not necessarily required, but these are positions that may be right up your alley :

- Concept artists capable of “world building”. Again, as soon as NDAs are circulated, I can discuss with you the specifics of this universe we’re creating, and your job would be to bring it to life through high resolution imagery. We can definitely use concept art for promotion, to inspire the asset artists, and perhaps even in-game, but if we can’t find anyone to take this roll, the project will still move forward.

- Effects artist. Many hands make light work, and although the 2D / 3D asset artist position above can probably do a passable job, if you're area of expertise is visual effects, and you think you can contribute something special to the overall look of the game, I definitely want to hear from you.

- Web Programmer (HTTP, CSS). I used to do all my own web code, but haven’t had the time to do this in a long while. Would need to work closely with the Marketing person(s) (in fact, maybe you’re the same person!?!?). You can use whatever you like, from vi to WordPress, so long as it gets done.

- Additional story writer. Small position, and maybe not strictly necessary as I think I probably have a good enough grasp of english, and shooters aren’t generally known for literary greatness. Still, there are some key moments in my plot that I would really like to have communicated in the best way, so a writer who knows how to elicit an emotional response may be an asset. TBD.



To apply, or just to talk to me about great classic games, drop a line to


shooter (-at-) fireball-studios (-dot-) com



Please include a bit about your history with gaming, why you want to work on this project, and some samples of your work. My hope is that our common history and love for the genre will help us form a team that can move forward into multiple projects.


Thanks for your attention,


J “Fireball”

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