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My apologies for yet another unpaid position. But theres not much money involved in our little Freewaregame! smile
So first of all a thanks for your interest in this. Let me explain a bit about the game we are making.

As written in the subject, we are working on an Adventure-game: You can move your character by clicking on the desired spot, you can investigate, collect and manipulate objects, and you solve puzzles by combining objects, at the right time in the right place. In the game, it will be your task to stop your client from doing unspeakable acts - which can be anything, from stealing and cursing to killing and arson. How are you doing this? Well, thankfully, the main character is able to control time. Fast forward, pause or rewind as you please as you move through the level, collecting items, and changing little things here and there which alter the scenario. Little by little, you will manage to stop your client from doing that horrible thing.

Obviously, in order to create these scenarios, we need models. We can create most of the immovable, nonhuman stuff ourselves, but we're simply not good enough for humanoid models. So we need help.
Your job is, then, to create these humanoid models, and to animate them as well. We unfortunately cannot pay you. Since we're doing this in our free time, the project isn't moving along in a speed that you'd expect of professional developers, but on the flip side, this means that we won't expect this speed of you. "One humanoid model every once in a while" might be a unusual way to put it, but it fits pretty well: We take one step at a time, and we don't expect more from you.

We are working with the A6-engine, so we shouldn't use Bonesanimation (or at the very least only Bonesanimation that you can create without weighting the vertices). Of course, you can create the animation using bones, as long as you export them to vertexanimation when you're done.

The style of the models we use can be seen in the shots above (make sure to see the original size!), but there are basically two "sides" in the game. For characters of the first, it's a somewhat cartoonish style with realistic proportions, but little detail in the skin. If I had to compare it with something, I'd guess that some animes might have a similar style (although we focus less on certain parts of the female body). The face is created with another tool we made and placed on top of it, so you don't have to model it. For the second, we might exaggerate the proportions (but don't overdo it), so it looks more like a character from a Tim-Burton-Movie. These characters are also, funnily enough, all skeletons (but well-dressed), so they look accordingly.

Polycount: Usually, not too many characters are seen on screen, so it's not that dramatic. If you can, a polycound around 2000-3500 would be nice.



More information, as well as screenshots and videos are avaible, so don't hesitate to drop us a note if you're interested! Send me a PM!

(We're usually communicating with ICQ, so if you prefer that way: 152478446).


Thanks to Pappenheimer for the questions!

Last edited by Error014; 08/03/09 17:06. Reason: Added more details

Perhaps this post will get me points for originality at least.

Check out Dungeon Deities! It's amazing and will make you happy, successful and almost certainly more attractive! It might be true!