[Long, but fairly informative post below...]
Simply put, I’m a first-time game designer putting the final touches on a game design document/interface mockup. At this stage, the design is ready for a rough prototype of a single level. Since I’m primarily a graphic designer, multimedia developer (read Director/PhotoShop/After Effects), RT3D is beyond my current capabilities. Thus I’m seeking an experienced programmer to put together a small engine for my demo (using whatever glue is publicly available or that they can put together in the prescribed budget/timeframe).
I’ll need to customize the demo downstream (to tune gameplay and visuals a bit), so it should allow for a small amount of non-programmer modification (taken into account below).
Although I am relatively new to game development (I only have one industry credit, sprite artist on a published Game Boy Color game), I am fairly experienced in project management for small corporate multimedia/presentation/design projects. I know how to clearly specify a target deliverable and can fully flowchart the required specification as well. Additionally, I can answer detailed technical questions about the project and will attempt to simplify (to the best of my ability) the programming tasks required to complete the demo.
Here are the rough specs:
First-person “arcade game” with “spatial awareness” and “puzzle solving” challenges
PC (for demo only, target will be handheld/wireless systems)
C++ (performance-tuned Java is also an acceptable option)
Prefer project to be buildable in Dev C++ (if Java, perhaps Ant)
Three modes, selectable at start: 240x160x8bit windowed, 240x320x16bit windowed, and 512x384x16bit full screen
3D engine should run in software mode and/or on 3D graphics hardware with as little as 4MB vid memory (i.e., low end presentation laptop). Processor req.: 600MHZ PIII. RAM req.: 128MB
Should allow me to customize level design/content through “controller” ascii text file located in same folder as EXE file. Customization includes:
- Object placement (3 object types, variable or random location)
- Enemy placement and logic (2 enemy types, variable or random location, basic pathfinding***, aggressiveness settings (directly controls pathfinding accuracy and speed))
- Enemy animation (simple object rotation/translation and texture cycling)
- Audio track selection (looping WAV or MP3)
- Input configuration (customizable key bindings and a fixed DirectInput joypad-style controller)
All source code/build files and a single executable file with custom icon (I provide icon and all art/audio assets). Should be capable of loading/utilizing assets located in separate folder (textures, level description file, game option settings, music files, sound f/x files, 2D interface graphics, 3D objects (in OBJ format) etc).
Aggregating/integrating public domain source is OK. Using single-user or demo-licensed API’s is OK. The resulting codebase must be WELL COMMENTED, stable, and capable of being modified (to a small extent) by another coder if required.
4-weeks total (starting around the end of Nov 2003). Before you say “WTF!” Understand that this is a very limited demo (to prove only a few game mechanics). I am assuming approximately 40 hours worth of work on your end, with a heavy burden on my end to provide as detailed a spec as you require before you begin. If the work relationship goes well, we can choose to work again to add more features in the future (for more pay of course).
I can pay $1,000 through PayPal. Across three $300 milestones and a $100 (“my God we actually did it”) bonus upon completion.
- You have to be able to sign legally binding work-for-hire and confidentiality agreements (so no one under the age of 18, or outside of U.S. legal jurisdiction).
- You have to demonstrate skill in coding 3D games, and will have to build the application shell in order to garner the first $300 payment.
- You have to have a telephone and be able to talk “voice” (gasp) in order to be seriously considered for this project (I will not even respond to an email that does not contain qualifications and a telephone number).
- Maturity and professionalism. This is an important project for me, and I’m very serious about achieving a tiny but professionally produced demo.
I can be reached at gamedeveloper[no spam spam spam]@hotmail.com
If you’re interested, please contact me with your qualifications and links to relevant work (or small 250K or less attachments). An inquiry without qualifications and work samples will not be responded to.
If you’re just curious about the project and want to know what I’m up to, understand that I won’t be able to provide you with details until several months from now when I have an official Website posted. Sorry, this is just a necessity if I’m to enforce any kind of substantiate confidentiality agreement.
And please, if you think the money is too low, or that I’m lame in some way, just ignore this post.
(1) Although you wont be able to use this demo in your portfolio, I will use my best efforts to secure “demo rights” for you should the project be picked up by a publisher, or will attempt to grant you those rights after the game’s publication.
(2) I am using the demo to attempt self-funding (through local angel investors). If this is successful, and you have been a positive work partner, I will use my best efforts to continue to work with you on the project (remotely or through temporary relocation if possible).
(3) If you are under 18, can not communicate effectively in English, or are a student programmer looking for a first project – THIS IS PROBABLY NOT THE PROJECT FOR YOU. The best candidate would be a pro game developer, just laid off, looking to score some quick cash. A good candidate would be a pro application developer with decent RT3D chops, looking for a specific project to motivate a 3D game coding practice. Another good candidate would be a mature homebrew coder, with demonstrable RT3D skills, looking for enough cash to purchase a 1-way ticket to New Zealand to visit Weta Workshop… ;-)
*** The movement of game enemies does not require a complicated walk-cycle or animation blending. Simple path-based animation will do (read: Pac Man style movement). Also, due to the specific level design that the game uses, pathfinding for the demo should be on the level of Pac Man in complexity (read: cast “sight ray,” if player detected - accelerate in direction of player, if player not detected - or player lost - go into search pattern mode, etc.).
What did the blind Designer say to the deaf Programmer?
"I can see you understand what I'm saying..."
Not funny. But resonates on many levels.