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Unity 3D Project - Quantum Frame (Forums : Recruiting & Resumes : Unity 3D Project - Quantum Frame) Locked
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DavidStrife7
DavidStrife7 Game Designer Graduate
Jul 22 2013 Anchor

Who am I?
I'm David, known online as DavidStrife7.
I went to University, and graduated about a year ago with a 2:1 BA Degree in Computer Games Design.
My programming skills used to be virtually non-existent (design course), but I've learned a lot of Javascript, HTML5, and CSS in the last 5 or so months. Therefore I'm hoping that one of the team members on this project will be a JS programmer of whom I can learn from and complete my training!

I'm also in the stages of setting up a design business in my area for Websites/Products. I obviously want to grow into a small development company, that will be able to make video games, and produce other digital content as well (comics and other related content). So I'm looking for people to work with professionally in the future.

My E-mail is davidstrife7@gmail.com

What's The Big Idea?
I'm pitching my idea for a 3D version of Quantum Frame, and hoping that it will attract some new members for the team.

A design document can be found here: Docs.google.com

So What's Been Done So Far?
The initial idea was to make a fully featured 2D game around the concept, but I found 2D too limiting in what I had planned. So I decided to switch over to Unity 3D, but not before I made an initial prototype using GameMaker. I then went on to make a proof of concept in Unity 3D, but found my knowledge in Programming to be insufficient to finish the project alone, and stopped abruptly before taking it further.

You can find the 2D GameMaker prototype, Unity 3D proof of concept files, and the original Quantum Frame Blog links all at the end of the Design Document (see link above).

What Will You Be Doing David?
Besides exercising the design skills I learned by completing my degree, I'll be taking on mostly content creation roles. I use Blender and GIMP to produce 3D content and textures, and I can work fairly well with the Unity 3D engine as far as design tasks go, and anything I don't know I always go off and learn.

Besides modelling, I'll also be taking care of audio and music, as well as any writing that comes up for the dialogue (should it get implemented). Lastly, I will also be taking on Level Design and Basic Javascript Programming roles, which is where I'm hoping someone code-adept will join the team so I can learn from them.

So Who Do You Need?
Simple:

At least 1 Programmer : Preferably Javascript, but an amazing C# person might persuade me otherwise. Will need to be comfortable with Unity, as you'll be responsible for making things 'work'.

Concept Artist : Required to set a style and tone for the game (using the moodboard in the Design Document) from which I and other content producers can work from (or simply use for inspiration).

More Content Producers : Like what I'll be doing on the project, people who can make 3D models and texture them, riggers/animators are welcome too. If you can make stuff, you'll speed things along nicely.

Anyone who thinks they have something to offer : Whilst I have listed the 2 roles I know I need filled, you might create comics, or be great at music production, you might want to jump on board regardless, feeling you have something to give. If you feel that way, please come and have a chat with me at the very least. I'm open.

Anything Else We Need To Know?

Two things: Applications; Future Projects.

When I say "Applications", I mean there's a certain bar of quality I'm looking for, as I've had a lot of bad experiences with recruiting people in the past. I've tended to be a "nice guy" and take on less experienced people over the more experienced, trying to give them a chance to learn and get some experience for their portfolios.

What I found was that those people always gave up quickly, lacked having any minimum quantity of real skill/knowledge at all, and wouldn't commit to the project (go missing for days, then suddenly return without any work). So only serious applicants please, and are able to show me something concrete in regards of previous work, and not give me promises of "I'm good at learning".

In regards to Future Projects, I'm looking to find a team I want to continue working with. I'll keep no secrets in saying that I have another project lined up already after this one, and I'm working on a 3rd, but right now all I'm interested in doing is finishing this project first. I don't mind 1-off project partners jumping in, and then going off to work on their own game or someone else's, but I am predominantly searching for a small team I can trust not just in terms of getting work done, but also of working with in the future professionally.

Application Process

This isn't a AAA game and I won't keep my head up my own backside much longer.
My E-mail is davidstrife7@gmail.com

Here's an example format you could use when E-mailing me, as this is the kind of information I'd like from you in order to make the most informed decisions, but feel free to add/change its structure with more/different info if you prefer:



Name: [So I can talk to you more personally obviously]

Age: [This matters to me based on experience]

Any Qualifications: [Diplomas, Degrees, anything you think I might want to know]

Main Skills: [Are you a programmer, a 3d modeller, 3d animator, texture artist? Only mention 1]

Secondary Skills: [Your skills that consider yourself 'good' at]

Misc Skills: [Anything you think is worth mentioning, but aren't confident pushing forward]

Software of Choice: [Mention your key skills again, and what software you can use]

Portfolio: [If you have one]

Previous Work: [Any completed projects? Any contributions you've made to any project completed or not?]

Is Quantum Frame your kind of project?: [Are you happy working in the 2.5D space shooter genre? Is the theme relatable?]

Your Expectations from this project: [Will you be leaving after this project? Are you also looking for a team to join and commit to long term? This won't affect your chances of being on the project, it just lets me know your intentions. What do you expect to get from this project?]

Country: [So I know time-zone stuff]

Lifestyle: [Are you on the computer for 4+ hours an evening? Do you only jump on for a couple of hours per night? Are you only a weekend worker? Do you have a full time job, are you busy with other things?]

Do you have/prepared to get Skype and Google+?: [To have conference calls and video sharing]

Any issues/questions: [Mention them at the end once I have a feeling of what kind of person you are, it'll help me answer them with more clarity hopefully]

Edited by: DavidStrife7

Jul 25 2013 Anchor

A very nice and detailed Game Design Document. I find it very realistic and solid plan, one question though: have you fitted in enough time to make the textures and levels? You have great reference images but creating visually stunning environment such as them could take a lot of time. Do you also need to collision check the ships to the environment?

Wish you all luck with the project and I hope you don't scare all the potential members off with that strict(ish) contact format :)

Edited by: shadowflar3

DavidStrife7
DavidStrife7 Game Designer Graduate
Jul 25 2013 Anchor

I hope I don't scare people away either, I did mention that was a "suggested" format for the E-mail but feel free to send what they want!

Texturing is one of the 2 problems I have at the moment. I myself usually texture (quite amateurishly) the 3D models I unwrap and create, but I would really prefer an experienced artist who specialises in it. Going by the assumption that we will have a texture artist throughout, I think the time frame is realistic for myself at least. I know I can unwrap a model neatly within an hour or so of finalising the geometry, which means I can pass that onto an artist straight away, hopefully finishing a first render within 24 hours (if it's something like a ship/character). If this is the case, then I think I've outlined the right kind of time frame based on previous projects.

If there's no dedicated texture artist however, a large section of development will be purely whiteboxing without unwraps. Which means that testing and production will move much faster for a while, but then there'll be a massive amount of time spent unwrapping each model, and texturing them later in the process. I'm hoping that by putting all the texturing work off until the last possible moment, that I can quantify the amount of models that need texturing work done, and post it as a freelance role for a texture artist to finish in a couple of weeks while we continue our work. It's easier to give people an idea of how much work there is, if we collect it all at the end and post it as one job on a forum, with a list of assets to texture.

The environments aren't going to be as detailed as the ones in the moodboard images. They're there for flavour, but the complexity will be something close to G-Darius on the PS1. The models will be a low L.O.D in the background, which means texturing and model detail can all be quite simple. Windows for instance won't be extruded from the building, and will be part of the diffuse texture.

There is one level (the city level) where buildings become a problem, because you'll be flying the ship at street level. Which means close up building shots. The buildings I've already created in the Unity3D proof of concept are modularly designed, so they're quick to create, and basically use a toolkit of various 3D "islands" which can be re-arranged in different ways to create different buildings. Being a city level however, these models won't just be used for the City mission, but also the "on foot" exploration/break sessions in between missions (the HUB, think Lego games style). So the high detail models will also serve that purpose as well, and will get two uses out of them.

You're right about level design though, there isn't enough time listed in the project outline to finish designing them all.
The 3 months I mention are the "minimum" requirement to release what I'd call the equivalent of the "Chrono Blade" demo on the Ouya. It's a complete game in terms of functionality and assets for the level it contains, but more content (levels) will be added later.

The 3 months outlined are also a "perfect" time frame for the project, which is never the case.
An FPS game I helped work on for a few weeks (freelance modelling) had an expected time frame of 7 months. They're already in year 2 :P
Xmas is when I would like it finished at the very latest, which means there's an extra 2 months for any problems or extra content accounted for.

There's still 1 week left until we start the project officially, and we're still looking for 1 more programmer and 1 texture artist.
A concept artist is also welcome, as the composer could obviously benefit from observing some concept work for the project first.

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