NonLife project : 2D and 3D artists wanted

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Rambus
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NonLife project : 2D and 3D artists wanted

Post by Rambus »

NonLife : 2D Gui Artist Wanted

NonLife requires a talented GUI artist. Currently the game features a bland, but functional, programmer art gui. You will have the freedom to redesign any aspect of the gui you feel you can improve upon. This includes visuals, usability and functionality. I'm looking for someone who can substantially improve the visual quality of the user interface. The included screen shots only show a small portion of the existing UI but should give you an idea of the current level of quality. The ideal candidate would be self motivated and directed.

Beneficial skills
- Photoshop / Gimp
- MyGUI (Simple XML editing to define skins)

NonLife : 3D Character Artist Wanted

The game worlds in NonLife are procedurally generated, but the project is in dire need of artistically consistent game models. The player character is currently a packaged commercial model- it includes a great set of high quality animations but is too static for the projects needs. The project requires a replacement model that can be rigged to utilize the large amount of existing animations. Ideally we will be able to find someone to take over exclusive production of the player character.
Additionally, the game world needs to be populated with interesting biome specific NPC’s. This includes a wide range of interesting creatures that inhabit the world of NonLife. If humanoid modelling is not your cup of tea than you may find this role more suiting.
You can use a modelling tool of your choice, as most have pipelines to the format the project requires. Currently all models are exported through 3Ds Max (9).

Beneficial skills
- High quality modelling
- 3Ds Max or equivalent modelling environment
- UV unwrap / texturing experience
- Familiar with specular, emissive, normal, height, polish and occlusion maps.

NonLife : Prop/Item artist

The NonLife item artist will be responsible for creating low polygon models of items that cannot be equipped in the first person view. This would include generic items like medical kits, syringes and pills. Additionally you will be able to flex your creative will designing the more interesting and unique items in the game. This role requires no animation experience, all models are exported as static.

Beneficial skills
- Low polygon modelling
- 3Ds Max or equivalent modelling environment
- UV unwrap / texturing experience
- Familiar with specular, emissive, normal, height, polish and occlusion maps.

NonLife Project Information

NonLife is a multiplayer world building game unlike any other. Players collaboratively explore a procedurally generated world in search of valuable artifacts used in crafting items. Players must take advantage of, and transform the terrain in order to survive the dangers that await them.
NonLife features hundreds of photo realistic materials that the player can collect, transmute, trade and use to build their next home, castle, sculpture, or even zombie fort. Examples of materials include Privacy Glass, Slate, Lunar rock, Neon Lighting, and even Swiss Cheese.

Players modify the world by utilizing a wide range of tools. Stencils allow the player to add or remove matter from the game world in a regular and recognizable pattern. Sculptures can be created by using fine detail tools like the chisel. The paintbrush and spray paint can allow the user to modify the surface appearance of the world. Additional advanced tools allow the player even more freedom and power.

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Programmer art gui utilizing MyGUI

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Early procedural generation of worlds. I'm working towards a vastly more complex generation scheme that will allow for clusters of unique terrain.

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Some of the materials available ingame. The bottom right shows a close up of the slate material. Materials utilize ambient occlusion, parallax, diffuse, normal and specular mapping. Additionally an emmisive channel allows the material to self illuminate as well as glow (through a post process effect).

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A random shot of a room constructed out of matrix like materials. The materials are actually animated and glowing- although that may be hard to see in a screen shot.

NonLife production information

The core technologies for NonLife have been in development for almost two years. The game engine, Nucleus, features a custom scripting system, networked gameplay, variable/database management and complex scene management. The core component for Nucleus is the Isovox library. Isovox allows for visualizing and modifying enormous voxel density worlds. The use of density voxels allows for complex and smooth shapes to be represented. Nucleus takes advantage of several external technologies including (but not limited to) Ogre3D, RakNet, Particle Universe, OgreNewt, HydraX/SkyX and OgreOggSound. The game engine also includes a variety of tools including game data, world and material editors.

Compensation

This position pays in shares of the project. I will be attempting to raise funds to complete the project after a private demo release is made, if funding is secured you may have the option to trade in shares for a portion of the funding at this time. You will have full access to your work and any game related material you wish for your portfolio.

Please contact me at laprairm @ uregina.ca with your portfolio, work samples or resume. Please include the keyword NonLife in the message subject.

For more (technical) information about the NonLife project please see our posting in the Ogre Showcase Forum.

http://www.ogre3d.org/forums/viewtopic.php?f=11&t=64337

NonLife Conclusion

The NonLife project aims to have a demo sent for approval to SteamWorks in 4 months time. This is a lofty goal considering all the things that need to be done. The only way that this deadline can be achieved is if the project partners with extremely talented artistic minds. I hope you consider applying to participate in this project- thank you for taking the time to read this.

Take care,
-Mark Laprairie
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