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Concept and story
>>THE FIRST ALPHA VIDEO HAS BEEN RELEASED! THE SECOND IS ON IT'S WAY!
>>THE TEASER IS ON IT'S WAY!<<
>>TWO NEW TRACKS OF THE SCORE HAVE BEEN RELEASED ON OUR YOUTUBE<<
A bit of the soundtrack has been released! It is viewable on Youtube here:
Our youtube page is:
And so we come to it finally: The positions. Rather than go through all the positions that are open, I will simply state what positions are closed. If you are not any of these, you have a fair chance of being accepted/hired. We accept all age ranges proven they show enough skill and maturity.
Storywriter- While we may need one for the next project, the story is complete for the current project.
Level Designers- This is not completely closed. What I mean is that if you can prove you are good enough, I'll let you in, even though I will be handling the primary level design.
Matinee Artists- I will handle Matinee.
Composer - Position filled By c.Bledsoe
Again, if you are not any of these, you have a fair shot of acceptance.
I'll briefly run through the kind of project we'll be working on.
The project is called Project Culverin.
It is an open world first person shooter set in 2045 and follows an ex-cop from 2022 as he tries to make a living in a radically changed world where machines have replaced the middle class, creating a rebellion to set the world back in control by the people, and not by the rich. Upon waking from his frozen state after being shot on duty in 2022, the protagonists life turns even more upside down when a high-value briefcase to the government (and by extension the rebels) ends up in his possession.
In terms of features in the game, We plan to have the following:
A campaign of at least 8 hours.
Online play will consist of Drop in Drop out Co-Op that allows players to spawn as an ally or an enemy.
Fully acted and voiced cutscenes. No silent-movies with subtitles (i.e Goldeneye)
Desctruction. This is a mix between Fractured Static Meshes and Apex.
Dynamic, context sensitive music- even in multiplayer. The music will always change to your actions, the ones you are aware of and the ones you aren't. The score will swoop up and down and tense up all at the right time.
Dueling: Is there one pesky bugger constantly killing you? Simply yell "On Gaurd!" While looking at him, and face off mano y mano, melee y melee.
Climb, roll, jump. No more boring fixated player movements. Go where you want, how you want.
A balance of conventional and nonconventional weaponry. Tired of a games arsenal only consisting of weapons that are pretty much the same, but with slightly different fire rates? *cough*MW2*cough* This game will host guns that actually mean something to carry them, say a a knife that charges up and does more damage the farther you throw it. This applies to vehicles as well, for instance having a vehicle that can essentially "sidestep"
Note that these are things I would LIKE TO HAVE, however proof-of-concepts have been done for most of these, and others are clearly proven possible. They are not guarantees that these will be final game features.
Who's On Board?
Right now, these people are FOR SURE part of the project:
Tanner Woodward- Idea man. Sounds ridiculous, I know, but this guy has lots of great ideas that we could use.
Truman [prefers last name to be kept private]- Voice actor. I have no doubts about this kid's talent, I mean it quite literally when I say good acting is in his blood...
SomeoneElse42- Weapon Modeler. Currently working.
Cleveland Bledsoe Jr. - Composer.
Be sure to post if you have any questions and/or are interested in becoming part of the team.
Planning to join the team? Step inside.
Members of the project will be split up into groups based on their job. Groups are as follows:
Members of each group will stay in close contact with one another. If you do not wish to work in a group, you will work with me directly. YOU are responsible for getting the contact information of the other members of the group, as many members prefer not to have their contact info out in the open.
GRAPHICS DESIGN AND CREATION:
^Seth has provided some awesome assets that will be used in game as weapons.
These are: Throwing Knife, KBAR, Machete, Fire Axe, Magnum MKII Revolver.
Pictures to come soon.
DESIGN AND CONCEPTS:
Ray Jones 312 (aka Jon Sayer)
Tanner Woodward (NOT A MEMBER OF THE FORUM)
Sean Hopkins (Not a forum member)
Joey Caizza (Not a Forum member)
Truman (NOT A FORUM MEMBER)
Where did the "Revenue goes to charity" go? I have decided that this game will be freeware, as in no one will have to pay for it. This was decided due to the fact that legally it is difficult to protect a commercial project, and if I make it commercial, Epic gets a large portion of the money. I like Epic, but this takes away the "purity" of donating. Rather I would just you the players donate out of your own goodwill. After all, it's not really a good deed if you're being rewarded for it.
WHERE ARE THE TECHNICAL DETAILS?
I don't want to bore you. I want to get you interested in the project. Upon joining you will be informed about the technical details regarding to project.
For the TL;DRers:
Remember the good old days where shooters weren't just about stats? Step inside.