Orandy Game Studios Requires Programmers (! Heavy Imaging !)

Discussion about everything. New games, 3d math, development tips...
Post Reply
jingquan
Posts: 222
Joined: Sun Aug 20, 2006 4:10 am
Contact:

Orandy Game Studios Requires Programmers (! Heavy Imaging !)

Post by jingquan »

Image

Team name :
Orandy Game Studios, a division of OrandySoftware.

Project name:
Project Declension

Brief description:
Declension is a single player RPG/FPS based in urban areas of the year 2010. The unique part about our game is that it truly gives our player a cinematic style and realistic gameplay in first person. You get no HUDs of any sort (e.g. health/ammo display) but still you may check your status through a PDA (see below for concept) which we will introduce in the game. Firing any weapon in our games will be ever rewarding, lots of effect as bullets impact flesh, concrete, destroying furniture and bringing down chunks from walls.

When you get shot in this game you don't just lose health and continue as if you weren't hit at all. You don't get to play a lone warrior that charges around, guns blazing that seems infallible. You work and plan with your teammate to defeat your enemies. AIs don't score from head shots out of heavy mist or charges out at your heavy weapons. Special effects, realistic real-world physics and advance shaders gets you into the game.

Target aim :
Target platform: Windows XP/Vista
Target Audience: 17+
Target Distribution: Online/Retail

Compensation :
We will offer a percentage of potential revenue (See head of financial, Scott Yiu for more information)

Language:
C++ (it's C plus plus if you can't see the plus signs due to formatting)

Rendering Library:
Irrlicht (Direct3D9 Graphics)

General Tech:
Object-Oriented, supporting plug-ins and save/load system
Supports .zip for archiving
Medium to high LOD

Collision:
Bounding Sphere Test (Player)

Ray Test (Bullets)

Physics:
Havok Engine or just anything good

Artificial Intelligence:
Path Finding
Precalculated Reachability

Lighting:
Lightmaps + Lighting

Shadows :
Shadowmaps

Texturing :
Basic, multi, bumpmapping and midmapping
Support for PNG, jpg, bmp, gif and DDS
512x512 - 1280x1024 textures

Shaders :
High-level
HLSL

Audio:
FMOD or OpenAL

Input:
API

Networking:
UDP Recommended
Text Transfer: Parsable Format
Binary Transfer: Header +Packet (Headers must be the same Structure.)

Recommended 2D Art Software :
Adobe Photoshop CS2
Macromedia Fireworks

Recommended 3D Art Software:
3DS Max (With My3D Exporter)
Cinema 4D 9+ Series
Alias Maya
Blender3D (With OCT Exporter and RAD)

Talent needed : (underline = needed urgently)

Programmers (C++) - Experience with using Irrlicht library preferred.

Shader and AI programmer (C++ Irrlicht)

3D Artists - Experience using bumpmapping and texture painting techniques preferred. (Proof of work might be necessary)

Mappers - (Proof of work might be necessary)



Team structure


Orandy Software:
Jing Quan- Executive Director
Scott Yiu - Head of Financial Department
Jovan - General Sales Manager

Orandy Game Studios :
Jing Quan – Project Designer
Jani - Programmer
Simon – Programmer/Level Design
Kay - Project Manager
Shubro Biswas – Game Designer and Casual 3D Artist

Website :
OrandySoftware

Contacts :
Contact Email: jingquan@orandysoftware.com

Website Forum: http://www.orandysoftware.com/forum

Additional Info :
Concepts of objects and scenes:

Image

Image

Image

Image

Awards won by Orandy Software : http://www.orandysoftware.com/about.php


Software developed by OrandySoftware : http://www.orandysoftware.com/projects.php


Feedback :

Anything but spam.[/img][/b]
Luke
Admin
Posts: 449
Joined: Fri Jul 14, 2006 7:55 am
Location: Australia
Contact:

Post by Luke »

I must admit this does look a lot more professional then most request for programmers,

Who did the concept art, was it for this game?

Have you got any programmers who can use Irrlicht already?

Have you started this game, got any in game screen shots?
jingquan
Posts: 222
Joined: Sun Aug 20, 2006 4:10 am
Contact:

Post by jingquan »

Thanks, only the first CG image isn't related to our game visions.

We have got a main programmer to build the main framework for Irrlicht. We have previously created one too but it's in C#.

We have started on the first project now, basically just building a trial/demo of our targeted game play. Sorry but we don't have ingame shots except programmers art :D .
Saturn
Posts: 418
Joined: Mon Sep 25, 2006 5:58 pm

Post by Saturn »

Is this really going to be an irrlicht project, or do you decide the engine as you go?
Cause you first had another engine name in your project description and posted the same job offer in their forum too...
jingquan
Posts: 222
Joined: Sun Aug 20, 2006 4:10 am
Contact:

Post by jingquan »

It has been decided and settled with Irrlicht for 3D. It was originally OGRE and we have the basic framework but because that engine gives us headaches (it's messy), we decided Irrlicht.

Don't worry, we have used irrlicht before (and made a basic FPS) but that was coded in C#.
jingquan
Posts: 222
Joined: Sun Aug 20, 2006 4:10 am
Contact:

Post by jingquan »

anyone else interested?
sio2
Competition winner
Posts: 1003
Joined: Thu Sep 21, 2006 5:33 pm
Location: UK

Post by sio2 »

jingquan wrote:anyone else interested?
Well, I'm curious.

I'm in the process of adding my Irrlicht demo's to my website. You can see the current list on my website: http://sio2.g0dsoft.com. Take a look and see if any of this fits your requirements.

The major question for me is "compensation". When you say "We will offer a percentage of potential revenue" do you mean that the only remuneration a contractor can expect is a cut of the net profits from the game? Is there any milestone payments, payment for work done, interim payments or any other payments before the game is finished?
Post Reply