Starting a TGEA Project
by John E. Nelson · 01/15/2008 (10:35 am) · 1 comments
Well I decided to use TGEA for a new prototype game, along with Faust Logic: AFX:CoreTech for TGEA. The combination of these products make my art assets sing. I am an experienced producer, and 3D Artist, but not a hard core programmer. So I am looking for contractors to take up some of the tasks so that I can get the prototype put together quickly. I already have a large inventory of 3D assets for this game, so I just need to export them from 3DS Max to the Torque format. By next week I plan to have a few screenshots of the initial work, and continue adding them to show progress. I license many engines, but I feel TGEA is ready for my next project. It is very exciting.
Update!
I have also purchased Yack Pack to be included in the prototype.
The team is now 7 members strong, and include programmers, multiple artists, music composer, and producer. We are using Overlord for the management of assignments, which is working well for us. Also I have an svn for the source code, and a file storage site for all the asset management with security. So after the first four days we have accomplished quite a bit. It is moving along and starting to take shape.
Update!
I have also purchased Yack Pack to be included in the prototype.
The team is now 7 members strong, and include programmers, multiple artists, music composer, and producer. We are using Overlord for the management of assignments, which is working well for us. Also I have an svn for the source code, and a file storage site for all the asset management with security. So after the first four days we have accomplished quite a bit. It is moving along and starting to take shape.
About the author
An experienced producer of interactive media and games going back to the 90's.
Torque Owner John E. Nelson
Suspicious Activity
We have added polysoup support to the prototype game.