Hey there! I'm Arman, I'm a 21 year old web designer (by trade) and painter (also by trade). To give you some background about me, I've been mapping since SC1, and I made almost a dozen melee maps for WC3 and two TD's (one of which was never released). I know some advanced trigger usage, but I'm always open to learn new things.
Terrain is my specialty, as I mostly did melee maps in WC3. Of the 11 maps (+/- 1) I did, I think 7 were "epic" sized, and the rest were just large sized.
I play on the North American servers. I'm in California (Pacific Time Zone, GMT-8:00). I'm usually available at night (with regards to mapping), but I'm available 24/7 if it can be answered in an email.
Email is the easiest way to get a hold of me, although if necessary, Skype is a possibility.
Here's a basic overview of the map:
You're a mercenary contracted to infiltrate and assassinate key members within a resistance movement forming in the game's setting, a sci-fi citystate. The game follows you as you deploy and begin your infiltration, and are taken in by the resistance movement as one of their own. Throughout the game you make numerous moral choices to either stick to the mission and destroy the resistance movement as ordered, or align yourself with the resistance and overthrow the corrupt government and brutal military presence in the city.
So far I've written a complete, detailed basis of the plot, designed the city in which it takes place in, and I'm currently mapping it. I'm also writing all the dialogue, arranging for voice actors to do our audio, making all the cinematics, the game's title screen, and designing all the quests of within the story. The game will have two storylines, one for following the resistance, and one for destroying it. Realistically, it's planned to be between 8-10 hours of gameplay, with maybe one half hour total of in-game cinematics.
I've also finished custom systems to create building interiors (without teleports), multi-story buildings (up to 7 stories tall interiors tested), and floating building interiors (used for the mercenary ship pictured below).
MUST BE
+Committed team members who won't bail (or will finish their part of the task at hand before parting ways, at least)
+Active members of a team who will keep in touch with one another at least twice a week.
I NEED
GUI Developer
-- (for work on the opening screen, dialogue screens, and inventory screens)
Animator
--(to create animations for existing models based on design specifications and, if needed, supplementary video examples)
-
Here's just a few screens from development. The first one is the interior of the building to the left in the 2nd picture, as viewed from just outside the building. The 3rd picture is above the city in a floating interior space of a mercenary ship.
The game has an artificial dusk and a night cycle - the lore behind the story explains why there is no natural sunlight.
The team is very specialized. The Animator, for instance, can animate and test their models without using the enormous map file. The GUI Designer can do the same. For the right people, all the tasks associated with this project can be done piece by piece and at your own pace, as long as a deadline can be agreed upon.
I spend 10-14 hours a week on this project; a mix between doing terrain, working on the quests, and fine-tuning the dialogue. I've invested between 100 and 150 hours on the project so far.
If you'd like to become a part of Project Atlas (development name only), please send me a PM with why you'd make a good team member, and also reply here.
Also, thanks for taking the time to read that. I hit the preview button just now and realized what a mountain of text it was - but I figured the more detail the better on a subject like this.
Hey there! I'm Arman, I'm a 21 year old web designer (by trade) and painter (also by trade). To give you some background about me, I've been mapping since SC1, and I made almost a dozen melee maps for WC3 and two TD's (one of which was never released). I know some advanced trigger usage, but I'm always open to learn new things.
Terrain is my specialty, as I mostly did melee maps in WC3. Of the 11 maps (+/- 1) I did, I think 7 were "epic" sized, and the rest were just large sized.
I play on the North American servers. I'm in California (Pacific Time Zone, GMT-8:00). I'm usually available at night (with regards to mapping), but I'm available 24/7 if it can be answered in an email.
Email is the easiest way to get a hold of me, although if necessary, Skype is a possibility.
Here's a basic overview of the map:
You're a mercenary contracted to infiltrate and assassinate key members within a resistance movement forming in the game's setting, a sci-fi citystate. The game follows you as you deploy and begin your infiltration, and are taken in by the resistance movement as one of their own. Throughout the game you make numerous moral choices to either stick to the mission and destroy the resistance movement as ordered, or align yourself with the resistance and overthrow the corrupt government and brutal military presence in the city.
So far I've written a complete, detailed basis of the plot, designed the city in which it takes place in, and I'm currently mapping it. I'm also writing all the dialogue, arranging for voice actors to do our audio, making all the cinematics, the game's title screen, and designing all the quests of within the story. The game will have two storylines, one for following the resistance, and one for destroying it. Realistically, it's planned to be between 8-10 hours of gameplay, with maybe one half hour total of in-game cinematics.
I've also finished custom systems to create building interiors (without teleports), multi-story buildings (up to 7 stories tall interiors tested), and floating building interiors (used for the mercenary ship pictured below).
MUST BE
+Committed team members who won't bail (or will finish their part of the task at hand before parting ways, at least)
+Active members of a team who will keep in touch with one another at least twice a week.
I NEED
GUI Developer
-- (for work on the opening screen, dialogue screens, and inventory screens)Animator
--(to create animations for existing models based on design specifications and, if needed, supplementary video examples)-
Here's just a few screens from development. The first one is the interior of the building to the left in the 2nd picture, as viewed from just outside the building. The 3rd picture is above the city in a floating interior space of a mercenary ship. The game has an artificial dusk and a night cycle - the lore behind the story explains why there is no natural sunlight.
The team is very specialized. The Animator, for instance, can animate and test their models without using the enormous map file. The GUI Designer can do the same. For the right people, all the tasks associated with this project can be done piece by piece and at your own pace, as long as a deadline can be agreed upon.
I spend 10-14 hours a week on this project; a mix between doing terrain, working on the quests, and fine-tuning the dialogue. I've invested between 100 and 150 hours on the project so far.
If you'd like to become a part of Project Atlas (development name only), please send me a PM with why you'd make a good team member, and also reply here.
Team page available at: http://www.sc2mapster.com/teams/project-atlas/
Also, thanks for taking the time to read that. I hit the preview button just now and realized what a mountain of text it was - but I figured the more detail the better on a subject like this.
Bump
I might be able to fill out that GUI position. Contact me on skype (nicklasah) for samples of my previous work.
ScorpSCII has since stated he'll not be able to work on the project. GUI and Animator positions still stand as "Open".