   Playable action/strat game needs modeller/artist
  We're looking for a modeller/artist to help with a promising and playable indie title. A possible goal is the 2009 IGF competition. As with any startup indie project, compensation is hardly a sure thing. I'm a laid off engineer/programmer (my company moved to Pittsburgh, I didn't want to) who's decided to spend a year full-time on this hair-brained scheme, but hey you only live once. At least we'll have one hard-core resource on the job. We need to be realistic about how extremely difficult it is to actually finish and even profit from such an endeavour, but I think we've made enough headway that its hard NOT to finish now.Its always desirable for participants to have an interest in the gameplay style, so here's a brief synopsis. This game is fixing to be primarily vehicle action, with some non-linear strat carefully snuck in, inspired by Activision's Battlezone I and II games.Its hard to present all information that prospective participants may need, so feel free to throw questions at me via PM. Anyway below is some boilerplate details:Team name:Orderly Mayhem GamesProject name: M.A.D. - Machines, Anarchy and DestructionBrief description:This game is an action game with some strategy aspects similar to Battlezone and Battlezone II.  The hope is to make a fun, accessible game, but with non-linear depth of gameplay.  It is primarily a team-based combat game between futuristic ground and aerial vehicles, with limited personnel aspects.There will be a small single player campaign and instant action modes, as well as multiplayer modes.  The emphasis will be on fun and intriguing gameplay.Target aim:Shareware, fairly low cost.Compensation:As with many teams like this, it is not a paid position and we are not employers.  It is basically a partnership, and in the future maybe a business endeavor.  We realize such endeavors face many challenges and pressures, but our progress so far gives us hope.Technology:The game will run on Windows 2000 and up, Linux and Mac.  It uses Ogre for graphics, and other cross-platform libraries. We alread have a Windows build running nicely, and have demonstrated Linux builds in the past.Talent needed:We are looking only for a 3D model and texture artist, who would be able to export models to the Ogre format.  Exporters are available for most common modelling tools.  We are using bones as mesh reference points for attaching rotating model pieces, so familiarity with model bones and skeletons is needed.  We have many models and textures already completed, but the new member would have the flexibility to be somewhat creative in vehicle design, within the constraints of the vehicle functionality.We know we can't necessarily be competitive with the industry's state of the art, but we're hoping to have graphic quality in our game that rivals other quality independent projects.Team structure:1 full-time (50+ hours/week) programmer (Me)1 part-time model/texture artist whose availability is limited2 part-time level/storyline developersWebsite:http://mad.orderlymayhem.com (If the link is down try later.  Our host warned of weekend upgrades.)Contacts:Please send me a private message through this forum, or if that's a problem, post contact information in this thread.  Please say a bit about yourself and your work, with pictures if possible.Previous Work by Team:This link is a walkthrough of a Battlezone II mod for which I was the lead programmer, and is hosted by a fan of the mod:http://fewalkthru.sequoyahcomputer.comAdditional Info:Here's a few screenshots:There are additional details, screenshots and an early trailer at our website.  We have something playable, if any prospective members would like to try it out.Feedback:CONSTRUCTIVE (even if it's criticism)   
  sent message to your email   ;  sent message to your email   ;  I'm afraid I can't fill your modeler position, but I wish I could, your game is looking fantastic.  Good luck with your project, I'll be bookmarking your site to keep tabs on it.   ;  Nice screens! Keep up the great work.   ;  I'm loving the screenshots. I'll certainly keep an eye on this one.If you don't mind me asking, which terrain manager and landscape editor are you using?   ;  Glad you all are liking the way it's looking.  I'm using the editable terrain manager, which is great.  Hats off to the guy developing that addon.  I've developed an in-game editor for placing objects, sky features, and editing the terrain.  I've brought in the paging geometry addon for the grass and smaller plants.  Another addon that is just terrific.  It makes it fairly easy to use one of the terrain splat maps as a map for the grass density.  Ogre along with thise two addons makes for an excellent combination.  Here's a composite of some editor views:;  On another note, I recently changed e-mail addresses, and forgot to update my profile here.  Dang so many sites and forums to update when you change an e-mail address!  Sorry PeterLeaman, I'll send you a PM, but if happen to catch this, would you mind resending to my new updated e-mail?  thanks.   