OverDose looking for modellers/artists

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

OverDose looking for modellers/artists

Post by o'dium »

First of all, before I post this, if its in the wrong forum (or not supposed to be on here at all) please feel free to move or delete. Thanks.

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OverDose looking for modellers/artists

Team Blur is current expanding its team in search of more artists and modellers to contribute to its first full multiplayer game "OverDose". OverDose is a first person shooter set in a desolate future where mankind faces an invading force know as the "Marauders", hell bent on destruction. While OverDose is in most regards a standard A vs. B game, we hold pride in the fact our engine is so open to allow massive environments with zero restrictions to size, scale and detail, allowing our team all the freedom to envision design as they please. It should be mentioned that OverDose is based on our own Per Pixel rendering engine and thus detail levels are higher than usual.

While a lot of similarities can be to Enemy Territory: Quake Wars, a few key points must be made. First, we have full freedom to create any vision we please, and are not tied down by the bounds of past games. Our Marauder race not only needs to be created, but also its home world must be given a vision. Second, our game is free J, and is our complete own baby. Its based on Quake 2 code, however it shares more in common with Doom 3 than anything else, and in some regards is more advanced.

Anyway, to give you an idea of what OverDose is (or will soon be) capable of, here's a list of major features:
- New map format, based on Quake 3's (includes foliage system based on Wolf: ET)
- Skeletal models (DooM 3's MD5)
- Material system, based on DooM 3's
- Real time per-pixel lighting and stencil shadows
- GLSL shaders
- Post-processing effects (heat haze, bloom, etc)
- Per-polygon hit detection
- New physics system (no ragdolls planned tho)
- New networking code
- Sound shaders, reverb effects, and multi-channel output (5.1 sound, etc)
- Scriptable GUI system
- Scriptable effects system (particles, etc)
- Vehicles, any type
- Up to 64 players (hopefully 128 for very huge maps)

And our current system requirements:
- Athlon XP 2000+ or Pentium 4 2.0 GHz (targeting a 64 bit Athlon or 3.0 GHz Pentium as recommended)
- 512 MB of system memory (targeting 1 GB as recommended)
- GeForce FX or Radeon 9600 w/ 128 MB (targeting a GeForce 6800 GT w/ at least 256 MB as recommended)
- Any sound card (targeting a 5.1 sound card with at least 64 hardware voices as recommended)
- Broadband connection
- Windows 2000 or XP is required (will work under Vista too)
- OpenGL 2.0 is required
- OpenAL 1.1 is required
Keep in mind that by the time OverDose is finished, these system requirements won't be that high. Plus, it's all subject to change (optimizations, design decisions, etc).

More information on OverDose, what it is as well as art and renders, can be found at the new OverDose site:

http://www.quake2evolved.com/overdose

What we need:

We are looking for artists (Both texture and concept) and modellers to create all manner of objects, from small level details, level areas themselves, weapons and character models. As OverDose has a full SDK (Temp one already begun on site) training is not required and people are always on hand to help when needed. Of course we do ask that applicants have a basic knowledge of Per Pixel lit engines such as Quake 4 and Doom 3 and understand the mechanics of high poly modelling and rendering local maps.

More information can be found on the OverDose site above, or by contacting either myself at odiummsn@hotmail.com or Nicolas at nicolasmf@hotmail.com .

Visit the OverDose site for that latest concept art and test renders.

I look forward to hearing from you.

Gavin Stevens, artist Team Blur
d3mol!t!on
Posts: 284
Joined: Thu Feb 16, 2006 3:48 pm

Post by d3mol!t!on »

Looks like an interesting project already. I'd love to get back into level design and be driven by a team porject, but I have very little previous work to show off so perhaps I should just go solo for a while.
dzjepp
Posts: 12839
Joined: Wed Mar 28, 2001 8:00 am

Post by dzjepp »

Hope you get a bunch of good people to apply.

But, just one small bug, you have the date in your news posts on the od site as "october 2007" :p
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

dzjepp wrote:Hope you get a bunch of good people to apply.

But, just one small bug, you have the date in your news posts on the od site as "october 2007" :p
Erm... Its... Erm... SET IN THE FUTURE!!! :p
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: OverDose looking for modellers/artists

Post by dichtfux »

Sounds interesting but leaves me with some questions. Don't know whether this should go to the Overdose Forums, but:
o'dium wrote:- New map format, based on Quake 3's
Which tools (level editor etc) will/can be used to create maps for Overdose then? Are you using a (modified) version of radiant or sth completely new?

Will the game be availabe only for Windows?
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

We ahve some people working on a linux build at.

And as for level editors, it works using either Quake 3 or (Better) Quake 4 level formats, so both GTK and Rad (Including D3/Q4rad) work fine.

In fact, its based mostly on Doom 3/Quake 4, so in other words its easier to start making a level in Q4 Rad because what you see IS pretty much what you get at the end of it.

I'm hoping to cover all that in the SDK.
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