I know someone who is looking for coders to work on a couple indie games. The first game will be a genre-bending RTS style game. The second game is an action game (the story is laid out, mostly) but they are not sure if they are going to go for a side-scroller or for an FPS with RPG elements, a lot of that will depend upon who they get to work on the code. Also, I'll be making some music for this.
Anyway, I said I would post a notice. I think we might have some community members who are good for this. This is not an amateur project, but it is indie. So, if you are a skilled coder, game developer, graphic designer, 3D modeler, etc. Let us know. I think it will be easiest for you to just post samples or links to your work (or a list of your skills) here. Also, let us know what game engines you are familiar with (unity, unreal engine, game maker, etc.).
Lastly, if you are not a game designer but know someone, send them here! Good luck. Now let's see what you've got.
If you would rather email work samples, send them to [email protected] and I will forward them.
I've done a couple of Ludum Dare's, nothing really complex I focus mainly on art while my buddy does most of the complex programming. We both use Unity, Blender and Gimp. While I focus mainly on C# he uses C# and JS.
What are the terms of this project? Is there a time frame already in the works? And is it an employment opportunity; a "serious" project, with an honestly organized and prepared lead that will lead to eventual launch; or more of just a "think-tank" scenario? I'm interested but have been in far too many of the latter with indie development to not be a little wary.
It will be a Kickstarter but coders will get s stipend in the pre-Kickstarter phase. I wish I could say more, but much is secret. I will be promoting the Kickstarter and releasing new songs with the game, so that should help.
Just gonna highjack this topic to say that me and a buddy also are looking for artists (preferably 2D, but we can always make something 3D too I suppose). PM if interested. Thinking about a megaman-like bank heist them up
Also, I can do some sound design depending on the game if anyone needs that! I've just recently been getting into coding so not sure if I could qualify as a coder just yet, but I'm working on that as well.
For what it's worth. I have a game on Steam and am quite knowledgeable.
My engine of choice is Game Maker: Studio. I am looking for an addition project as freelance work as I am self-employed and have a bit too much time on my hands.
I've been using GameMaker for about 5 years. You can find some samples of my work here: http://straylight.yoyogames.com/users/ThePC007 , however they don't really represent my skills in any way, as they are all several years old and made in GameMaker 8, not GameMaker:Studio (also, most of them had a rather short development time).
My skills: • My skills are limited to 2D only. • platform physics • networking (I made a multiplayer game using 39dll, but I'd need to get familiar with GM:S' networking to do anything serious. Shouldn't be a big problem, though.) • optimization techniques (using buffers to store the world in, rather than using instances, for example) • world generators • creating GUIs • etc...
Please note that I have limited free time on my hands, so should the project be of a large scale, please consider me as not more than a second option. With as little information given, I struggle to decide whether I have the time to work on such a project or not.
I'm a 18-y Datanome student from Finland who has always been fascinated in Game Development, Since the past 4 years i've been experimenting with Unity, C# and Blender (I'm a really bad 3D modeler). I unfortunately don't have any showcases of now but i hope i can somehow show my worthiness, and also get some practice in working with a Group. Currently i have plenty of freetime for anything so i hope that is also a plus.
Have 5 years of unity experience, have been working on a defense style game for the past 2 months (Working Demo)(Also currently on linux and cant post working demo right now, pm me if interested). Other works include several unfinished games, most of them being learning experiences and failed ideas that didn't turn out as good as first imagined.
I really just made the account to answer this, I've just been watching the show for a while, not even lurking here. I've been coding for a little while and I have some experience with Unity, I only have one project so far, I won't call it a "game" since it's really more just a training for myself on procedural level generation, REALLY basic path finding and unity in general. I threw this together in a few weeks as a school project (Aim was to learn how to use Unity, pretty sure I nailed it okay) so it's glitchy as fuck and most of the stuff is hardcoded ; Anyway, there you go. (Play in fullscreen otherwise the edge scrolling will derp.)
I'm also an okay modeler but I fall down to skill level 0 whenever it involves organic shapes, but otherwise I can manage.
I feel like I have to state, I have certain psyche, the way I do things. Detail is very important to me, everything has to be perfect and beyond.
I always strive to create rich detailed environments. I strongly believe the small details can change completely how the game feels like. For example, if you can do something special - though its not required for game to function - you do that. This in the end makes player feel that the game they play is special in a good way.
Many developers cut those special things, like frogs or ants (2-3-way texture overlay terrain) walking - its pointless to make but if we can do it - we do it - because we can. Then we work to improve on it ~ make effect on player model, attach additional texture layer over model etc ~ for few secs. Its easy to accomplish - but many do not care for it as its waste of time. It isn't! Players love it.
lua - npc scripting, action scripting, (on movement, on item, on tile, on talk, events)
I never had actual independent project, but worked with plenty people making their own games. I'm pretty much jack of all trades and know a little of everything *(including 3d modeling).
real Exp in Cryengine 3DsMax Poser Vue
I'll send some of my previous works on that email; Regards.
I am an indie dev but willing to do some work on the side. (will depend how much time is required/start date).
I am experienced with Unity and currently have a successfully kickstarted game that is on steam early access.
Here is a link to my game LogicBots http://store.steampowered.com/app/290020/ (there is a demo if you want to see what its like). The game is still under development and it will be a while till it is completed 100% but the core of the game (all the levels + sandbox ) is complete and its mainly graphical and interface upgrades to be finished along with more of the steam tie-ins such as achievements etc.
The game is entirely my work apart from the soundtrack but i think I am best as a coder. Although i have a lot of experience with 3d modeling I am a much faster coder than modeler.
I also have a friend who i think may be looking for work and this might be right up his street so i will send him this way.
I have worked with 3D for like 3 years as a hobby before I joined 3D design and animation for a year, and then I did one year of 3D game-design(2013-2014). Currently unemployed and wont be studying until next fall(2016)
I haven't done very much but I have extensive knowledge of Unreal Engine 4 and some UDK. Worked on a small UDK map alone for a project and then 6 months on a prototype game. The art-style I've worked most on is semi realistic to photo-realism. Or at least tried to.
I can model unwrap and texture, sculpt and rigging/skinning. Not super good at animation, but if I spend a lot of time I can get something alright. I know I'm forgetting something, right It's been a while since I lit and render in 3Ds Max due to studying game design, but I remember most of the basics and stuff, but would need to dust off those skills if they where ever needed.
I can work with 3Ds Max mainly, I know how to use most basics of Maya. Speedtree at some degree, I'm currently getting into more advanced stuff with Substance Designer. Zbrush, Mudbox, xNormal obviously, and I should have added Photshop right after 3Ds Max, I've sued PS longer than 3D. I have some other software skills here and there like world machine etc. I'm fairly good in blueprinting in UE4 and could make an entire game on my own with menus and everything if I wanted, and I am trying to. I feel like I'm doing more blueprinting than 3D nowadays.
I also have a YouTube channel where I post some simple blueprint tutorials and updates on my two pet project games, one which I am working on with a few of my old classmates(a simple red light mobile game) as well as other stuff, its a personal account, nothing for promotion:
PS: I should note I'm from Norway, but this seemed like an over the internet kind of thing.
as someone who is the leader of what is growing to be a fairly big team, I will put my two cents in although I am not applying.
You cannot avoid having team leaders, even on indie games. You are going to need a leader for both coding and art. You can have the best coders in the world but I cannot stress enough that they need to be coordinated to a needle point. Otherwise you end up like one of our first projects where we did so much to begin with but then got swamped down later on because none of us had any idea what actually needed fixing etc. This is even more imortant when you aren't all in one place and are spread out over the Internet.
You guys probably know all that shit anyway..
And specifically to the coders... FOR FUCKS SAKE AGREE ON A CERTAIN WAY OF FORMATTING YO SHIT, the amount of confusion that could've been avoided is unbelievable.... :) but anyways, depending on the size of the game have the right number of people, don't overstaff either, that's just as bad. Good luck!