- Messages
- 6,553
The Weasel Manifesto > Looking for 1-2 Artists
Project Weasel is coming!
I've got the second draft of a formal design document, have proven to myself that I can do all the stuff that, technically, needs to be done, the only question is time. I think if I end up doing all the art and programming this isn't going to get done fast enough...
To that end I'm looking for 1-2 artists to help get the necessary content done. (I already have a programmer -- me -- and a second programmer if needed, a composer/SFX person, and playtesters lined up.)
Compensation
There will be no up-front compensation, but very generous and easy-to-understand back end royalties. (No "Hollywood Accounting" -- net proceeds will be income - processing fees and clearly stated expenses.)
Why do this rather than pursue your own project?
We'll actually ship this sucker. We could make ... hundreds of dollars. We have a design document. I've done this before (several times). I know how to toss features overboard if they're holding a project back.
Aside from that, no reason other than you like the design and think it will be fun.
Goals
We intend to ship the first Weasel game in time for Christmas 2007. This may turn out to be impossible, but that's our target. We expect the game to take about 4h to play through from start to finish, but with lots of replay potential.
The game will ship for Windows and Mac OS X, but we also hope to get the interest of Nintendo and ship for the Wii. Other platforms will follow. We want this game to be a first rate calling card for all those involved. As such, we will focus on quality over quantity of content, gameplay, etc. We'd prefer the game to be 30 minutes long and incredibly cool and fun than 20h long and boring.
Philosophy
The game should be kid-friendly, attractive to casual gamers, very easy to play (and win), fun and funny. It should also be educational (but not in any way that detracts from being fun) and idealistic (i.e. promote positive social values).
This isn't a "me boss, you peon" project. All opinions and ideas will be considered respectfully. That said, this is a game about a space weasel not, say, World of Weaselcraft. And, someone has to have final say or we'll never get anything done.
Working on the game should be fun too.
OK, I'm interested ... what do I do?
If you're interested, contact me (tonio (a) loewald D0T com).
If you really want to impress me, send me a model or test animation of a 3d figure based on one or more of the attached sketches (yes they're terrible!). Try to stay below 10,000 polygons (triangles, not quads) -- although you can use more for hero renders of course.
Notes on the Sketches
Moon buggy is with or without operator. If you add an operator, that's not part of your polygon budget.
Guy in spacesuit should have a reasonably cute face etc -- not a blank sphere with dots for eyes, anyway.
And yes, that's a Septopus at the controls of a small hovercraft inside a water-filled dome.
Project Weasel is coming!
I've got the second draft of a formal design document, have proven to myself that I can do all the stuff that, technically, needs to be done, the only question is time. I think if I end up doing all the art and programming this isn't going to get done fast enough...
To that end I'm looking for 1-2 artists to help get the necessary content done. (I already have a programmer -- me -- and a second programmer if needed, a composer/SFX person, and playtesters lined up.)
Compensation
There will be no up-front compensation, but very generous and easy-to-understand back end royalties. (No "Hollywood Accounting" -- net proceeds will be income - processing fees and clearly stated expenses.)
Why do this rather than pursue your own project?
We'll actually ship this sucker. We could make ... hundreds of dollars. We have a design document. I've done this before (several times). I know how to toss features overboard if they're holding a project back.
Aside from that, no reason other than you like the design and think it will be fun.
Goals
We intend to ship the first Weasel game in time for Christmas 2007. This may turn out to be impossible, but that's our target. We expect the game to take about 4h to play through from start to finish, but with lots of replay potential.
The game will ship for Windows and Mac OS X, but we also hope to get the interest of Nintendo and ship for the Wii. Other platforms will follow. We want this game to be a first rate calling card for all those involved. As such, we will focus on quality over quantity of content, gameplay, etc. We'd prefer the game to be 30 minutes long and incredibly cool and fun than 20h long and boring.
Philosophy
The game should be kid-friendly, attractive to casual gamers, very easy to play (and win), fun and funny. It should also be educational (but not in any way that detracts from being fun) and idealistic (i.e. promote positive social values).
This isn't a "me boss, you peon" project. All opinions and ideas will be considered respectfully. That said, this is a game about a space weasel not, say, World of Weaselcraft. And, someone has to have final say or we'll never get anything done.
Working on the game should be fun too.
OK, I'm interested ... what do I do?
If you're interested, contact me (tonio (a) loewald D0T com).
If you really want to impress me, send me a model or test animation of a 3d figure based on one or more of the attached sketches (yes they're terrible!). Try to stay below 10,000 polygons (triangles, not quads) -- although you can use more for hero renders of course.
Notes on the Sketches
Moon buggy is with or without operator. If you add an operator, that's not part of your polygon budget.
Guy in spacesuit should have a reasonably cute face etc -- not a blank sphere with dots for eyes, anyway.
And yes, that's a Septopus at the controls of a small hovercraft inside a water-filled dome.
Attachments
Last edited: