Game Development Community

Programmer wanted... Paid position

by Robert J Zamber · in Jobs · 11/15/2008 (7:25 pm) · 1 replies

Hello earthlings, aliens, and fellow game enthusiasts:) My name is Robert, and I'm a game designer/2D artist/writer.

Here I am once again, reaching out in hopes of finding a programmer who will join forces with me, to build a really cool game "demo", of exceptional quality, to establish a studio and an IP. I'm looking for a real partner in crime here, not a passerby, or eye witness.

I have no programming abilities. But I do have a strong understanding of game design and design principles, accompanied by strong skills as a 2D artist/ animator. My writing is so, so (in terms of developing the story), not the best, but this is an area I continue to work at.

So, what we need (as a team) is a strong demo, and a killer business plan and proposal to publishers (I do have some in mind but am open to other avenues). This is not impossible, and requires a great deal of dedication, passion, and competence to be successful (as anything worth achieving does). This should be no mystery to you if: you are already a developer, or have spent a significant amount of time exploring the games or entertainment industry.

My tech situation:

I have a licensed copy of TGB-PRO, Indie.

My asset creation tools are: PS, Premier, After Effects - CS3, and Image Ready -- CS2, for O SX



About the Game:

Title: Samsara

Players: 1

Genre: 2D side scrolling, action/rpg: with lush, vibrant levels/world: Rememberable and compelling characters, hooking story line, and gameplay (think Zelda phantom hourglass in regards to gameplay).

e.g. Castlevania, Aqaria, Megaman, Ghouls n Ghosts, etc.

Some general features include: unique sequence-combo-attack system: Dialog engine: Parallax scrolling: scaling affect (think Samurai showdown): a "freeze function" where the player is able to suspend enemies on screen, select multiple targets, and unleash a formidable sequence of attacks on the selected enemies for maximum damage. Kind of like V.A.T.S in "Fall Out 3".

Controls need to be simple, clean, and accessible. I think this can best be achieved through the use of the mouse: where the player points and clicks, and things happen. Right clicker to pull down menus, roller ball, or Jog wheel to scroll down menus quickly, that sorta thing.

Other features I would like to implement is: toggling between two characters: e.g. Castlevania Dawn of Sorrow: other modes of game play: Such as a top down shooter mode: where the player navigates a dragon, and shoots down air ships...or something: ending in a boss fight.

Keep in mind--none of these ideas are etched in stone. I'm open to other suggestions and ideas my potential partner may want to implement, into any aspect of the game-as long as it works for the game. Like I stated earlier: "this is a team effort", and has to be fun for both of us. This means we must communicate regularly, so he/she and I can fully understand each other's motives and aspirations-to have them expressed into the game.

The target platforms: O SX and windows for now.

My long-term goals for the studio are to develop first class AAA IP for the hand held market (PSP, DS, and I phone), eventually moving to the Wii, for the sequel.


Oh, and one more thing: I am willing to pay, up to a certain point of production. However, this will not be anything substantial, or anything you could quit your day job over. It would be more of a compliment for your efforts if things don't work out. I do not have the money to pay you a real programmers salary! So there is no need to respond to this add if this is what you have in mind. Yes. I am aware of what programmers are paid, and this is not even "chicken feed for you": it would be somewhere in the ball-park of 350--500/month.

If you are a hobbyist or student, who has a passion for games, and what you do as a creative person, and have the desire to take things to the next level... this is for you!

If this sounds like music to your ears... hit me up!

Peace...

zamberro@imajenstudios.com

#1
11/16/2008 (6:26 am)
In addition: would it be possible to just use the 2D Platformer Template to speed up the production?