   [MMO] DM Entertainment Seeks Staff - SRO Project
Press Release: September 9th, 2007DM EntertainmentCompany Name:DM Entertainment (IL-Registered)Project Name:Sacred Realms OnlineDescription:DM Entertainment is embarking on a new MMO Project after delaying its previous project due to funding/publishing issues.  We did have publisher interest, but our empty portfolio proved to be a problem and thus we have started on this project which is much less complex than our prior one.Sacred Realms Online is built of many basic design elements which were planned for The Chronicles of Lorian.  Taking some of the key features, but leaving most due to complexity issues, DM Entertainment seeks to develop SRO into a fun game thats comparable to other existing commercial MMOs and offer it as a free to download and free to play game.Sacred Realms Online takes place in pre to early medieval setting in a fantasy world.  Players can choose to play Humans, Dwarves, Orcs, High Elves, Fenbanes, or Trolls in a world that is unstable and plagued by wars.  This game does not take a typical approach to societies.  Rather than "we just don't like each other" wars with two factions, the races are fighting against each other as instructed by their gods which they follow so closely.  The gods of the world have became angry and started a way among themselves and are using the races as their armies.  Sacred Realms Online applies some new features.  Some new features are included with PvP gameplay, and others come in the form of how content is handled, such as lore progression (the lore moves forward as time goes on).  Essentially, the game is built of many simplistic and core elements possessed by games like World of Warcraft.  (No, this is not a knock-off WoW game)**For more information, read the Press Release**Target aim:Commercial - Free to Download & Free to Play with Premium Content - Closed SourceCompensation:Internship, Portfolio Building, and Hobby Positions - Compensation WHEN AVAILABLE.  Ask our existing staff, we have and will continue to pay when money is available. Technology:Target Systems: -PCs (may possibly extend to Linux and Mac)Technology Used: -DirectX9 (may possibly switch to OpenGL)Programming Language(s): -C++Tools Used: -In-House Engine (Quantum Engine)-In-House ToolsTools Provided: -Programmers may become eligible to receive Microsoft Visual Studio Professional License (Conditions Apply)  Talent needed:=-=Programming Talent=-=+3-4x Core Programmers :: Responsibilities include working on a team to develop and complete the client's framework.  Candidates must be skilled with at least 2 years of experience in C++ Programming and preferred experience with DirectX technologies.  Network Programming knowledge not needed for this position.  Must understand the concepts of a game client.+2-3x Network Programmers :: Responsibilities include working on a team of programmers to complete both Server and Client networking.  Must understand how networking and internet communications work along with various security protocols and understand packet structuring and handling.  Must know C++ with preferred 2 years experience.+2-4x Tools Programmer :: Responsibilities include development and maintenance of various tools and programs for the team.  This includes Editors, Compilers, Converters and other such tools.  Must know C++ with preferred 1 year experience.  =-=Artistic Talent=-=+2x Concept / Environment Artists :: Responsibilities include drawing/sketching various characters, settings, and objects to be used as concept art for modelers and designers.+1-2x UI Artist / Texture Artist :: Responsibilities include creating elegant and detailed UI Designs/Windows including buttons / creating textures for models.+2-4x 3D Modeler :: Responsibilities include working as a team to create detailed 3D Models of Characters, Buildings, and World Objects.  Preferred experience of at least 1 year and access to your own tools (3Ds Studio preferred, will consider Maya and others).  We are mainly interested in Level and Environment modelers/designers for this position over character modelers.  We CAN provide a terrain modeling tool. (Freeworld 3D)+2-3x Animation Specialists :: Responsibilities include the rigging and animating of various 3D characters and objects and preparing them for game client use.  Preferred 1 year of experience and must provide own software.+1x Assistant Web Designer :: Responsibilities include working with our existing web designer to create and maintain images for the web site.  Must also be capable of converting designs to HTML for editing by Web Programmers.  -> All positions are internship positions.  This project is an independent project which has private funding.  Funding does not prove enough at this time to maintain regular paychecks to our staff.  While we are constantly working to expand cash flow into the company, we cannot promise that money will always be there.  As such we are offering internships to help build a portfolio and for those who have a hobby in a specific field and some spare time to work on such a project.  This project is approached seriously and is handled professionally.  We will do the best to provide a fun yet educational experience to all of our staff and will continue to work to find ways to compensate when we can.  We have payed staff before and will continue to do so when money is available.  We do have contacts with interested investors and publishers who are waiting to see some proof of capabilities.  --> All programmers should be aware of how to use programming tools such as SVN or be willing and ready to learn quickly.---> All staff will be asked to provide personal contact information prior to being hired and may or may not be asked to sign an NDA among other employment contracts.----> Please review all of DM Entertainment's Policies!Team structure:I am Trent Harvey, Owner and Founder of DM Entertainment.  I am also the Game Designer and Project Leader for this project.  I oversee the game development process, handle all business related aspects, work on the game's design, and am responsible for team recruitment and management overall.  I am assisted by Sean Callinan of New Zealand who is our Project Coordinator.  He ensures that all staff members remain focused and helps coordinate team and product progression.We also have Danielle McGrew, co-founder of DM Entertainment who aids me directly with my normal duties and also is the main writer.  Danielle works primarily on writing Lore and Content for the projects.Our lead programmers are Jonathon Davis of the US.  Jonathon has just recently joined our team and heads up client development.  You may remember Jon from Battle for Rome.  He is an extremely qualified programmer with years of experience who will be overseeing client development and will be working primarily on Graphical Programming and Gameplay Programming.  He is joined by "Burlex," a long time staff member for DM Entertainment.  Burlex oversees server development and programming and has years of experience in programming servers for online games.Simon Rojder is currently lead artist for our projects.  Among our artist we have John Roberts (3D and Animation), Al-haitham Jassar (Concept), Rob Zuniga (Concept), and Thomas "Tozzie" Osmonson (Web). Website:-DM Entertainment Corporate Site-DM Entertainment Official Forums-**Coming Soon** SRO Official Website (www.sacredrealmsrpg.com) [Registered/Not Running]Contacts:To Apply for a Position: Click HereTo E-Mail Us Directly: Click HerePrevious Work by Team:=-=Team/Company Previous Projects=-=+ The Chronicles of Lorian [MMORPG] (Postponed - Lack of Funding :: Did gain publisher interest)=-=Team Members Past Experience=-=+ Jonathon Davis - Battle for Rome (Lack of Funding)Additional Info:The following images are taken from our tech client, formerly the Battle for Rome client.  These images are actual pictures taken from within the client as it stands today.  Also included is a 3D Model Render of a Dwarf.All Images Copyright DM Entertainment and their respective creators.Feedback:All=-= APPLY NOW =-=[Edited by - Th3Guy on September 16, 2007 1:49:26 AM]
  Update:New Artwork has been made available!;  Update:>>News from DM Entertainment Site<<" As many of you know, we currently have a variety of job openings for our new project. We have since had quite a few applicants come for various positions. We would like to thank everyone for their interest and time to send an application to us. At this time we are still working on evaluating applicants through our normal process. Also, due to the loss of internet connectivity for a short time with one of our executive staff, our application review process was slowed. As such, our review period has taken longer than expected and we wish to apologize for that. We hope to be finishing up our review process within the next few days. We will be informing everyone who has applied of the outcome as soon as we reach a final decision regarding their application.We would like to also remind everyone else that we do STILL have positions available and no positions which we have openings for have been completely taken yet. We encourage anyone who has an interest or drive for game development to continue to apply.Thanks,Trent Harvey and DM Entertainment Executive Staff~SRO"~APPLY HERE!~;  So you changed the project again?... battle for rome was headed to a good start..   ;  I mean no offence when I say this:If one of your projects failed once because of lack of funding. What says that this wont happen again? Is something different this time? What measures have you taken so this doesnt happen again?   ;  Chasing funding is generally a pathway to doom :( Sad part of indie game dev...   ;  Hello,I want to ask: Why another attempt at an MMORPG? Instead of focusing on very expensive projects at first, work smaller instead. That I know of, Every single large scale video game company has done this.No large game studio would event attempt to start with an MMO of any kind. Instead, they focus on smaller game projects, and reuse their already developed CRPG games for their MMORPG.Not only do they have projects to generate more public interest with, but they already have a strong base for the development of their MMORPG.It does not matter how many investors, or how good you are at the corporate world. All of this is useless if you do not have good management to lead with; nor if you do not follow a good company plan.This is what I personally recommend. You can make the company big--and I personally would love to see it grow. But constantly striving to develop one of the most complex projects to develop in the world (3d MMORPGs) as the very first game is an almost sure sign of failure and bankruptcy.Granted, it certainly is possible, but very unlickly, to complete it as the first development project.I would be glad if anyone decides to further this, or add comments to this post[smile]This is all personal opinion. Good luck with whatever you choose!;  I recently got a good job in the industry and this guy asked me if he could use the tech demo I wrote for Battle for Rome for his project to show to publishers and I said yes.. It was to my understanding that he would make new art for the demo and show that. Now, I'm seeing screenshots of my client "All images copyright to DM Entertainment" right underneath it. I don't think Rob would appreciate it either.   ;Quote:Original post by Cryo_So you changed the project again?... battle for rome was headed to a good start..BFR was just meant as a 2 month project between Jon and myself to see what we could come up with and what funding would be like.  We came up with a very strong design and development process, but we intend to retry it after we've had a couple years experience in the industry, since we are both working professionally now.Regardless, Th3Guy was never working with us.To Th3Guy:The way you've approached this is very pseudo-professional.  Listen to the advice given in this thread.  Jon is not an idiot and I'd rip him a new one if he ever contributed his skills towards an MMO with his engine right now.  Its dishonest the way you've presented the technology and your "studio" which amounts to a failed previous project and 3 studio heads who have no professional experience or skills to contribute beyond "writing, design, and mangement," all three of which I don't think you possess any experience or skills in despite what every mmo-jockey thinks they possess.Please take the images of "Q Engine" which display my art down from your post, or I will ask a moderator to close this thread.If you want to steal my art for a hopeless project, I have loads of open-sourced art from previous projects at www.robg3d.com .  Feel free to use that.   ;  In reply to Mr. Davis,In private discussions which were dated and logged we discussed many aspects including your assistance in the project AND use of your tech demo / tech client to further develop.  Jonathon agreed to help the project and, yes, provide his client for us to work with all of which he has repeatedly ran and hide when discussed AFTER repeated confirmations have been given by Mr. Davis.  Also, I might point out that the images have always included a "and their respective creators" line, not to mention it points out its origination in Battle for Rome before the pictures are even displayed.In reply to professor (Rob?),During the conversations with Mr. Davis, as mentioned above, I explicitly asked for permission to use the screen-shots I did.  Mr. Davis gave me permission to use these pictures as I have.  I will, of course, remove the pictures by your request despite my permission to use them.In reply to Cryo_,Battle for Rome was not our project and is in no way associated with our studio.  Battle for Rome was independently lead by Mr. Davis as his own project.  He merely has donated use of Q Engine / BFR Tech Client for our development.In reply to Apolymouse,Our previous project was set with the business plan of a multi-million dollar project that contained systems of a complexity level that full-time fully trained and professional staff of around 100-150 would be needed to finish the game's production.  We approached publishers with this project and the publishers showed interest but were eerie of our lack of a history and encouraged us to do a smaller scale and do some other work before they take us on but currently do still remain in direct contact with me concerning the company and our project status.  SRO has been scaled back and has had many of the complex systems removed.  Leaving the more basic and common-place systems of your 3D MMO today.  These systems exist and have been proven and have working examples of how to design and structure them making it easier for someone with less experience to figure the systems out and learn how to do them.  With a much less complex game in design, continued and increased private funding/investment, and a small end-goal we have a much larger chance of success.  This project is being approached from the indie developer stand-point, done with minimal funding as a learning experience and hobby experience for interested individuals.  While keeping this mindset we are also trying to approach the project in the most professional way possible and attempting to increase team organization and keep team focus to prevent from an inconsistent development phase. In reply to Crypter,Thank you for your opinion and yes I do honestly value it.  Most people when they think of an MMO, especially one developed by an indie studio, they think of people who are trying to create some epic universe with hundreds of thousands of players and all these complex systems and a get rich quick plan thats lead by a bunch of people who have absolutely no idea what they're doing.  None of these apply to DM Entertainment and the SRO project... that is, with the slight exception of the last one but I have been through some of these processes before at various roles and have gone through most of the design process up to the publisher relations all before.  While all of this was 100% true with our CoL project, the SRO project is not meant to be this epic game that everyone falls in love with and comes and plays in this epic world that knocks the socks off of big-name titles today.  SRO's only competition are games like Dungeon Runners and Planeshift.  Those are the titles we seek to live up to and, more-so, exceed.  This project extends from my drive and desire to create an MMORPG and I seek to use this project as a learning experience about the more in-depth learnings of Game Development.  This experience existing for a majority of our staff as well.  SRO is a relatively small game with a small game world that seeks to combine some design elements which were simplistic and easy to implement from our CoL designs and other simplistic and basic concepts that almost every major title today is making use of.  We don't seek to reach hundreds of thousands of players but more a few thousand or anyone else who just happens to come along and enjoy the game.  The project will be an accomplishment for us as a team and company and a personal accomplishment to each and everyone of us.  Also, this accomplished project will be representative of our capabilities when it comes time to either start a new project and seek publishers or more staff, or for each major participating developer to use when it comes time that they're seeking a job through use in their resume/portfolio.   