Post by corynne on Dec 18, 2011 5:11:22 GMT -5
Hi everyone!
I am part of an independent development group called TDGMods (dba. Isotope) who are working on a commercial game based upon the Quake 2 engine (specifically, KM's version) with our publisher (Goat Store Publishing) for the PC and Dreamcast market. The game is a survival-horror first-person shooter with a third-person fixed adventure perspective called "Scourge". We have previously worked on a game for our in-house DOOM engine called Hypertension.
The reason for my message is that we're hiring talented level designers who've worked with the Quake 2 technology before to help us with this venture. We have two level designers currently but they've never worked with the technology so the learning curve is a bit steep for them. I serve personally as the designer and engine-side programmer for the game. Scourge will employ something very different than standard Quake 2-style mapping/gameplay, and since KM allows for limit-removing level features, my team figured this would be for the best. You'll have to be able to work in a team, take suggestions and criticism, and have a lot of fun in the process. As per obligations, I cannot discuss the terms of employement openly - however, if you are interested, I encourage you to use the PM system here on Q2C, or alternatively, email me directly. You are free to post questions and inquiries in this thread, however.
Scourge will be using the KM engine but will be stand-alone by the time we're finished so it will not require Quake 2.
The game will employ a unique art style and use high-resolution textures, models, and sounds to deliver a modern gaming experience. It's heavily inspired by the writings and work of H.P. Lovecraft, as we're using Herbert West as a backbone for the game. While the game will have first-person gunplay, the perspective will often switch to third-person, and for our nightmare sequences, will become static, as in SH or AiTD.
It's going to be more of a psychological cinematic thriller rather than adopting the linear shooter gunplay of Quake 2, so the unique style of maps the game will need is something we would rather have a seasoned mapper define out for the others. To give you a small taste of the storyline, I'll provide some details below. We also do our best to conceptualise the game world beforehand to give you as much visualization as possible.
Enter SCOURGE, a survival horror action-puzzle game that redefines a genre. Part first-person, part third-person, and part cinematic adventure, it takes the player on a rollercoaster ride of despair and nightmares. Kaiven, a train engineer turned bounty hunter, has taken on a case to rescue a young girl from the depths of an abandoned haunted village in 1928. The village had a tortured and disturbing past involving horrific experiments and paranormal sightings about 30 years prior. Armed with his blunderbuss and notebook, Kaiven will have to go through hell and back to solve the mystery of Hells Kitchen and the Miskatonic Village, though will he do it in time to rescue his client and save himself from the insanity that is....SCOURGE? Scourge will be slower paced and will be a hybrid first-person/third-person camera-angled game, though with less focus on Quake-style gameplay.
While vague, I would rather not reveal too much of the storyline here (because of contractual obligations), though I hope it can give you all a hint of what we're looking for. Think the original Alone in the Dark, fused with SH2/Fatal Frame, with the first-person action of Quake 2 itself. It's going to be rather unique and is mostly the reason our publisher decided to green-light the production of this game. This is our chance to break into the industry, and will also be your chance to join us, gain professional experience, and hopefully start an amateur career with my team in game design (or seek opportunity elsewhere). Scourge is a once in a lifetime deal, and we want the best of the best, who are going to be motivated to help bring our imaginations, as a team, to life.
I will have to cut this short, and I apologize if I was rather vague in this post, though as I said before, I encourage you to post any questions or inquiries you may have, and I can work my best to support them.
Thank you all for your time!
-Corynne A.
TDGMods ISDA
tdgmods.blogspot.com
I am part of an independent development group called TDGMods (dba. Isotope) who are working on a commercial game based upon the Quake 2 engine (specifically, KM's version) with our publisher (Goat Store Publishing) for the PC and Dreamcast market. The game is a survival-horror first-person shooter with a third-person fixed adventure perspective called "Scourge". We have previously worked on a game for our in-house DOOM engine called Hypertension.
The reason for my message is that we're hiring talented level designers who've worked with the Quake 2 technology before to help us with this venture. We have two level designers currently but they've never worked with the technology so the learning curve is a bit steep for them. I serve personally as the designer and engine-side programmer for the game. Scourge will employ something very different than standard Quake 2-style mapping/gameplay, and since KM allows for limit-removing level features, my team figured this would be for the best. You'll have to be able to work in a team, take suggestions and criticism, and have a lot of fun in the process. As per obligations, I cannot discuss the terms of employement openly - however, if you are interested, I encourage you to use the PM system here on Q2C, or alternatively, email me directly. You are free to post questions and inquiries in this thread, however.
Scourge will be using the KM engine but will be stand-alone by the time we're finished so it will not require Quake 2.
The game will employ a unique art style and use high-resolution textures, models, and sounds to deliver a modern gaming experience. It's heavily inspired by the writings and work of H.P. Lovecraft, as we're using Herbert West as a backbone for the game. While the game will have first-person gunplay, the perspective will often switch to third-person, and for our nightmare sequences, will become static, as in SH or AiTD.
It's going to be more of a psychological cinematic thriller rather than adopting the linear shooter gunplay of Quake 2, so the unique style of maps the game will need is something we would rather have a seasoned mapper define out for the others. To give you a small taste of the storyline, I'll provide some details below. We also do our best to conceptualise the game world beforehand to give you as much visualization as possible.
Enter SCOURGE, a survival horror action-puzzle game that redefines a genre. Part first-person, part third-person, and part cinematic adventure, it takes the player on a rollercoaster ride of despair and nightmares. Kaiven, a train engineer turned bounty hunter, has taken on a case to rescue a young girl from the depths of an abandoned haunted village in 1928. The village had a tortured and disturbing past involving horrific experiments and paranormal sightings about 30 years prior. Armed with his blunderbuss and notebook, Kaiven will have to go through hell and back to solve the mystery of Hells Kitchen and the Miskatonic Village, though will he do it in time to rescue his client and save himself from the insanity that is....SCOURGE? Scourge will be slower paced and will be a hybrid first-person/third-person camera-angled game, though with less focus on Quake-style gameplay.
While vague, I would rather not reveal too much of the storyline here (because of contractual obligations), though I hope it can give you all a hint of what we're looking for. Think the original Alone in the Dark, fused with SH2/Fatal Frame, with the first-person action of Quake 2 itself. It's going to be rather unique and is mostly the reason our publisher decided to green-light the production of this game. This is our chance to break into the industry, and will also be your chance to join us, gain professional experience, and hopefully start an amateur career with my team in game design (or seek opportunity elsewhere). Scourge is a once in a lifetime deal, and we want the best of the best, who are going to be motivated to help bring our imaginations, as a team, to life.
I will have to cut this short, and I apologize if I was rather vague in this post, though as I said before, I encourage you to post any questions or inquiries you may have, and I can work my best to support them.
Thank you all for your time!
-Corynne A.
TDGMods ISDA
tdgmods.blogspot.com