The story is about a UN scientist who decides to smuggle out a bunch of infected orphans out of their village before NATO bombs it into oblivion (to eradicate the virus, you understand). He hustles the kids aboard a cruise ship en route to America; you see: he believes that if he could only take them to his lab in Manhattan, he could CURE them...
Hah. The second act is basically BioHazard-on-a-ship; except that the mutated-and-mutating kids are both the predator -and- the victim at the same time, morally and physically speaking. Things get simultanously gory AND melodramatic.
The third act has six possible endings depending on how the events so far have shaped the player's belief on objective good or evil: do you land in Manhattan and risk starting a pandemic? Do you sacrifice the entire ship? Do you sacrifice just the kids? Just yourself? None of these endings is exactly "good" nor "bad" -all of them are dramatically different but -entirely- justifiable depending on the point of view the player has spent the game building in the good doctor. To use game design terms, these are "choices", not "problems".
To see more details about the outline, go here: [link]
To play the scavenger engine tech demo (story unrelated): [link]
To see a video on how that tech demo was made (notice that a lot of new features have gone up since, such as widescreen): [link]
To test another tech demo (this one lets you shoot.. er, fireballs, I guess, at a moving target): [link]
AND to see a boring video on how -that- was made: [link]
So aaanyway, that's our case guys, we already have a team with a half a dozen voiceactors, 4 writers, 3 musicians (we already finished the music for the cinematics of the first scene: [link] ), but what we need the most is photomanipulators to work with a certain macro that's going to provide us with a consistent look for our visuals. Details of the macro are here: [link] and a sample of what it can do, in game, with a customized engine skin, is here: [link]
Pfiew! I don't think I can give any more details, but I'll be glad to if you have any questions. I repeat: we need photomanipulators, but if you have -any- other skill that can help us (anything, voiceacting, writing, music, audio, but specially actual drawing skills) we will welcome you with open arms!!
Thanks for reading people, cookies to whoever made it through this huge wall of text










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Past performance is not indicative of future results...
my sketchbook :
[link]
my world :
[link]
Welcome aboard, I saw your "self portrait" image here, hehe, you'll see the skills we need for Live Cargo are not that different
The rationale is better explained in that thread itself, but basically, since we have a need for so many different art pieces and since we want them all to look more or less consistent, we decided to use a macro to produce the results you see there. To feed the macro, we need some degree of photomanipulation. Check it out, I'm sure as you begin to see the outline, you'll start getting ideas for what locations could exist, and so forth. In our group, everyone has a voice, and there are no such things as stupid questions or stupid suggestions. If you have ideas about anything (about the story, about the music, about the characters, gameplay, anything at all), feel free to post them up man.
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