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Topics - JayeJaye

#1
Hi,
Team-O over at the Orbital project are looking for an animations artist who is interested in designing EGA, Sierra-stylised animations which can be integrated with the existing background artwork.

Project: Orbital - The Problem Child, a retro, EGA, sierra-stylised sci-fi set on an artifical ring-world in the fictional universe of The Culture as portrayed by writer Iain M. Banks.

Details: Rumpapunsky Paffenbarger, AI droid, resides with his humanoid friend (and his daughter) in their residence located on the desert continent "Whispering Sands", aboard the massive Seras Orbital (with a surface area x20 that of a regular M-class planet). Paffebarger must investigate the disappearance of his friend and follow clues that lead him to unlikely and bizarre destinations, until he tracks down his friend and uncovers a dangerous plot that is more sinister and threatening to the safety of the Orbital and her citizens than anything he could possibly imagine. Where has Paffenbarger's friend disappeared to? Who took him? Why did they take him? And who is involved in this sinister plot in which he finds himself inextricably entangled?

Positions Available: Animations artist

Deadline: Demo by the end of December, 2013

Comments: Interested people should contact me directly via the AGS forums, and please provide an example of your animated artwork (preferebly 16 bit or EGA/VGA, but not essential) if available. Access to the Orbital forums will be granted after accepting the position, at which point you may gain a better understanding of the direction and vibe that Orbital is aiming for.

Applicants should be aware that the busiest periods for Orbital development are during uni breaks, Nov-Feb and July of each year (until the end of next year), and that outside of these periods will be mostly quiet. This should not directly impact on your personal progress however, and in fact it's preferred that you bring with you your own motivation and drive.

Orbital is currently in a high activity period, and for the next two weeks (until 4th Aug), so we are eager to have an animations artist onboard well before then.

Read more about Orbital here. Feel free to post any questions in this thread.

Please note that this game will be free for download, and as such there is unfortunately no budget for financial reimbursement of this position.

Sincerely
Team-O
#2
Hi all,
I'm hoping to get some constructive criticism on some background scenery for a game that is currently in production: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43580.msg579936#msg579936

As an amateur 'artist' (and I hesitate to use this word casually, considering I have very little experience compared to many who frequent these forums), I have been attempting to mimick and reproduce a certain Sierra flavour in my background art while simultaneously developing my own style.

I appreciate any constructive feedback regarding perspective, shading, atmosphere and technique.
So to dive right in, I'll start with an interior shuttle scene:



I'm sure improvements could be made, but I need a fresh perspective!
#3
Progress
22nd July 2013
Graphics 70%
Puzzles 50%
Scripting 20%
Music/sound 50%

A Team-O Production:


Background Artist & Team Leader: JayeJaye
Story & Dialogue: CaptainD
Scripting: Crimson Wizard
Music: Jon Babb

Story Outline
Rumpapunsky Paffenbarger, AI droid, resides with his humanoid friend (and his daughter) in their residence located on the desert continent "Whispering Sands", aboard the massive Seras Orbital (with a surface area x20 that of a regular M-class planet). Paffebarger must investigate the disappearance of his friend and follow clues that lead him to unlikely and bizarre destinations, until he tracks down his friend and uncovers a dangerous plot that is more sinister and threatening to the safety of the Orbital and her citizens than anything he could possibly imagine. Where has Paffenbarger's friend disappeared to? Who took him? Why did they take him? And who is involved in this sinister plot in which he somehow finds himself entangled?

Setup
(all following material taken direct from game design manual)
Memory fragment: Our friendly little PC awakens to the sound of his devices being tested and diagnosed. His sight is the last thing to come into play, and gives us an image of the silver lined face of the orbital avatar looking down from above.
PC tells his story of how he was activated, and how he came to find himself living with his closest friend in his remote desert dwelling. We get a view of the orbital, as well as some description of the hub and the overall size of the orbital � which helps to place everything into context.


By jasonjarred at 2011-05-21

Setting
Desert: hot, dry, inhospitable, unfriendly. Raging windstorms make trekking into the desert unwise, even for an artificial life form, and downright suicidal for a bioform. Frequent sandstorms blow through the desert, making the sinkhole dwelling a safe haven or oasis of sorts in the middle of this hostility.


By jasonjarred at 2011-05-21

By jasonjarred at 2011-05-21

Sinkhole: A safe haven amongst the harshness of the raging windstorms, heat and weather of the desert. The sinkhole interiors are decorated with brightly painted walls and motifs, tapestries, greens, blues, plants and even a water feature in a carefully maintained garden area. The sinkhole should feel safe, cozy, and be reminiscent of the cave dwellings on Tatooine (Star Wars). Plenty of open views and vistas while maintaining a �cozy� setting to avoid the player feeling confined or claustrophobic.


By jasonjarred at 2011-05-21


By jasonjarred at 2011-05-21

Overall Look/Feel
Sierra stylized game, with artwork primarily based on styles developed from the following Sierra games:
�   Quest for Glory II
�   Space Quest III
�   Leisure Suit Larry III
�   Quest for Camelot

This game aims for a primarily retro, late 80�s, Sierra adventure gaming feel. One of the goals is to reignite the nostalgia of Sierra adventure games by mimicking their style of artwork and storytelling, by presenting a �brand new� adventure (The late 80�s game that never was) in this style and presented in the world of The Culture, as created by Iain M Banks.

The Interface
�   EGA
�   SQ4 stylised, but with unique PC designed icons
�   Walk / Roll, Get / Activate, Look / Scan, Talk / Communicate, Inventory, Save/Load menu, About
�   Menu should be unobtrusive � completely disappears until the mouse cursor hovers over the top
�   Right clicking mouse switches between the different cursors
�   When an inventory item is selected, the cursor actually looks like that item (ie LSL6)
�   Icons not too large � perhaps smaller than SQ4 style (nice and compact)
�   Sleak and user friendly design
�   Icons look like what they�re supposed to represent
�   Should be novel � we�re playing as a PC, so there need to be very �PC� feeling icons and interface style

Dialogue
Same as LSL3, but with coloured dialogue boxes, coloured header, coloured text. *Not* VGA Monkey Island style, we�re aiming for retro 80�s nostalgia.

Sketches

By jasonjarred at 2011-05-27
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