   Jester Studios is recruiting 2D and 3D artists for project Gatesiege!
"Come, mon ami. Tell me your troubles, tell me your woes. I shall tell you my sins, and we shall see how zey compare." - Lance Corporal Jean-Paul "Bishop" Rousseau Team name:Jester Studios, an independent and unregistered company with a rebellious streak and a give'em hell attitude.Project name: GatesiegeBrief description: "Limitless enemies? Low odds of survival? Almost certain death? Bloody 'ell, I love this job." - Private First Class Charles "Howitzer" Foster Gatesiege is a unique game concept that has never been done before, to my knowledge. There are millions of tower defense enthusiasts out there but they are sick and tired of the same old thing, the staggering weight of mediocrity brought about by millions of duplicate boring and mindless web applications proliferated ad nauseam and strewn all over facebook and myspace. Gatesiege is something new, something different, something that will hook them and excite them. It's got the tower defense elements they love that challenge them to try and defend themselves against impossible overwhelming odds, combined with the leveling and class elements of an RPG system, the resource gathering and tech research elements of an RTS system, plus a great story and quality voice acting they can truly get into. We're talking zero-competition and capitalizing on an audience that is bored with an otherwise oversaturated market. So let's give them something juicy to sink their teeth into. The Gatesiege project is currently coming up on its fourth week of production, and depending on the size of the team we get, we're looking at probably 6 months to completion, maybe more, maybe less.Target aim: Our aim is to publish this game for retail for the PC or mobile platform. The project is currently being considered by a studio for publication, but more project assets are needed to finish it.Compensation: As mentioned above, Jester Studios (meaning me) is an independent company, which means you get paid when I do. Anyone who signs on gets paid a portion of potential revenue (in writing). Exact details worked can be worked out over the phone or by email.Technology: We're targeting PCs primarily, and any mobile platform we can export it to secondarily, from iPads to PSPs. Your weapons of choice are whatever you prefer.  Talent needed: We're needing 2D artists for doing GUI designs, meaning menus, buttons, game interfaces, the whole shebang. You'd be surprised how much of that stuff a 3D game requires. Then there's the 3D artists. We're needing experienced modelers, texturers, and animators. Obviously, it goes without saying that any one given artist can fill more than one role, as could any programmer with artistic skills, thus a single person could be hired for multiple positions, if they can keep up with the workload. So, to recap, requirements are as follows...1. 2D Artists (graphic design, illustration, coloring, etc) - portfolio2. 3D Artists (modeling, texturing, animation) - portfolio requiredBeyond that, I just want to add that we aren't Blizzard, we aren't Bioware, and we aren't SOE. But this ain't some garage band either. We are serious about this, and you should be too. Don't bother signing up if you're just bored and looking for something to pass the time. Don't bother signing up if you're not sure if you can put in the time for this. In short, don't bother signing up if you're not serious about this, or if you're going to flake out. We're in this to finish a project we can be proud of, and walk away with a paycheck. If that's not enough for you, don't bother darkening my doorstep.I want to stress that we are looking for people who can step up to the plate on this. So grow a pair, toe the line, and show me you've got what it takes.Team structure: Currently the team consists of myself and three others, though there is a strong possibility of us joining forces with another studio and gaining a whole truckload of artistic assets. I'll know for sure whether or not that will be happening within the next week or two, so if you're wanting on the bandwagon, now is the time to jump on, while there are still some seats left. Here's a quick run-down of the team as it stands and our relative skills.My name is Trey Smith, and I am the writer, designer, and project lead. I'll be handling a sizable chunk of the level design as well (probably most or all of it, in fact). I'm the one responsible for the game's concept, direction, and game mechanics, and most importantly, making sure we're on target and on schedule. I was first published when I was 7, and I've been going strong since. I also do some decent graphic design and game design.Craig Niles is our lead programmer, and he's got 12 years of indie experience, including several previous game projects. He's the brilliant sonuvabitch writing the engine for this bad boy from scratch.Sergey Kozyakov, or "The Mad Russian" as I like to call him, is our lead artist, responsible for the concept art. He'll also be the drill instructor in charge of keeping the rest of the artistic team in line. He's got over 5 years of experience as a professional artist, and can kill a bear at twenty yards with his mind.Ameen Naksewee is our graphic artist. He's going to be drawing the in-game graphic novel that we're using to tell the story of Gatesiege between the missions. He's got over 5 years of professional experience as a graphic artist, and holds Thailand's heavyweight jalepeno eating championship title.Websites: No project or company website yet, but our individual works can be found at the following:Me on DASergey on DASergey's homeAmeen on DAContacts: Email/MSN ID: jester727@hotmail.com ; Yahoo ID: vanashepaladinPrevious Work by Team: Nothing as a team, but individual members of the team have done other projects.Additional Info: "You sold your soul, Jason. You sold it cheap for a whore who didn't even love you." I rolled out of a bed covered in my own sweat, and tried to shut out their taunts and their jibes, but one can only ignore the truth for so long. Broken, I stumbled to the head and grabbed the rim as I fell to my knees. Seemed like the only time I was praying lately was with my head in the crapper. I hurled til I had nothing left, then kept at it until the shaking stopped. Then I grabbed the edge of the sink and dragged myself to my feet and stared at my reflection accusingly. I sold my soul for the only woman I ever loved, only to find her in the arms of another man. Did it really make a difference if I sold it to the corps? Did that make it any better? "Damn," I muttered, and shook my head. Same damned dreams. Same damned migraines. Same damned mirror. I punched the smug bastard staring back at me and broke him in a thousand pieces. Felt good, seeing him bleed. Of course, now my hand hurt, but that just took my mind of my head-I heard a muffled explosion in the distance, and I grabbed the sides of the sink again to keep me from falling. Lights flickered and died, then the emergencies kicked in. Winchester was already on the horn screaming at me to get me and my boys out of our bunks. I sighed and stared at the skinny little white boy in the mirror, broken and bleeding, in so many ways. I guess the devil's come to collect his due. I breathed deep, and imagined I could almost taste the sulfur already. Hell's reaching out to me. I reached under my pillow for my sidearm. Time to go out with style. At roughly 0700 hours there was an explosion in the base's power plant. Secondary power generators have kicked in but many of the automated defenses are now offline. Sensing a lull in base security, the alien wildlife have surged forward and launched a full offensive on the base. General Winchester has ordered a full-scale evacuation of the base. You are to take command of the situation and hold off the aliens long enough for the colonists to evacuate through the jumpgate, then pull your own people out of there before the base is completely overrun. Suit up, marine. Semper fi.[Edited by - jester727 on May 26, 2010 9:23:15 PM]