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Author Topic: Recruiting for the ZFGC Community Project  (Read 2561 times)

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Recruiting for the ZFGC Community Project
« on: March 31, 2007, 10:49:51 am »
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Hi guys.
You may or may not be aware of the ZFGC Community Project (ZFGCCP) that's been going since the start of the year. Some details for the uninitiated:
It's a Zelda game, being developed in GM6, and in ZFGC style. I'm the Project Manager, which basically means I (try to) keep the project moving; a facilitator rather than a leader. The team is broken into six departments:
  • Story Development
  • Level Design
  • Art Direction
  • Spriting and Tiling
  • Coding
  • Sounds and Music
The project is run as democratically as possible, with each department having a Director responsible for overseeing the work, but also voicing their colleagues' ideas, concerns, progress etc. to the other Directors.
The project has its own dedicated board: ZFGCCP, which is hidden to everyone but signed-up team members and, I believe, all mods. This is intended as a working board, to facilitate the unhindered progress of the project, and due to the conversational nature of some of the posts it wouldn't help to have them clogged up with comments from non-team members. There's no big secret, and it's certainly not an elitist sect :P - anyone can join, hence this post. But having said that, there are spoiler-ish elements we'd like to keep under wraps until we're ready to unveil the project to the wider community, so please, genuine interest only, thanks.

The first recruitment drive for this project was done at the end of last year, and in this time we've thrashed out a decent story, new and unique core gameplay elements, and coding of the basic engine has begun. It's apparent now that this is a pretty ambitious project, and even though the building blocks are in place, we need to recruit more team members to push through on to the next stage.

In any case, during this time people have left and new people have arrived, and, as befits a community project, I want to give anyone who may have missed the first recruitment drive a chance to sign up.

We'd be happy to take on anyone who's interested in any of those teams, but at the moment the two areas we're lacking in are in the Art Direction and Spriting and Tiling teams.

The Art Direction team, headed by me, is responsible for creating the look and style of everything Story Dev and Level Design bring to us. There will be a lot to think about here, with plenty of opportunity for people to specialise. The look of characters, items, enemies and architecture are all the responsibility of this team. The way we've been working so far is to draw sketches based on briefs from the Story Development team, and then the Spriting and Tiling team start turning them into pixels.

The Spriting and Tiling team, led by TomPel, is a more unusual one. The project is being made in the custom ZFGC style, and the five existing members of this team are already amongst the most regular contributors to the ZFGC style thread, since we need all the generic stuff completing. But they also work on project-specific sprites and tiles based on concepts supplied by the Art Direction team. If you're working on the ZFGC style and could use more direction in terms of what to sprile/tile, signing up for this team could be what you're looking for, particularly if you like working from custom design sketches. And we could really use your help. XD

So if you're interested, please drop me a PM giving details of which areas you'd like to work in.

Many thanks.

KM
« Last Edit: March 31, 2007, 11:01:21 am by King Mob »
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Re: Recruiting for the ZFGC Community Project
« Reply #1 on: March 31, 2007, 10:57:57 am »
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i would do the ART direction if i had a scanner, im gdgd at drawing envirotment's nd items. I NEED A SCANNER! il try to get one sometime after my birthday (9days).
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Re: Recruiting for the ZFGC Community Project
« Reply #2 on: March 31, 2007, 11:53:35 am »
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I will join the art direction team. Though I do not have a scanner I am well prepared to draw things on the computer. I wish to pursue a career someday in art so as a kid I am getting as much practice as I can. Everyone says my art is wonderful. Thats all.
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Re: Recruiting for the ZFGC Community Project
« Reply #3 on: April 14, 2007, 11:51:13 am »
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I could test and help with professional expertise concerning the engine, if that be wanted
i happen to know C even though i mainly code in VB6, so i guess i could help with coding too
(given that the engine has potential and those behind it has ambition enough)
« Last Edit: April 14, 2007, 11:53:29 am by Gonzo »
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My Child Is Student of The Month at Neverland Ranch!
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Re: Recruiting for the ZFGC Community Project
« Reply #4 on: April 14, 2007, 04:20:58 pm »
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KM, I would also like to add on that since most of the members in Level Design don't seem to be around much. I would like to say we also need members there.

EDIT: Level design is more than just levels. I am the director, and we create the puzzles, the overworld, the enemy specifics, pretty much the format of areas that Story Dev. comes up with.
« Last Edit: April 14, 2007, 04:22:31 pm by Bboy94 »
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Chon

Re: Recruiting for the ZFGC Community Project
« Reply #5 on: April 15, 2007, 01:05:17 pm »
I'd be happy to do a bit of sprite work, but I'm more comfortable with pencil and Designing. And I do have a scanner. : D
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Re: Recruiting for the ZFGC Community Project
« Reply #6 on: April 15, 2007, 01:07:53 pm »
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I wouldn't mind helping with level design, but I'm talking sketching out on paper, then having the tilers copy the scan with the tiles
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Re: Recruiting for the ZFGC Community Project
« Reply #7 on: April 15, 2007, 02:46:26 pm »
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Good to have you both on board. :D

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Sinkin

Team Dekunutz
Re: Recruiting for the ZFGC Community Project
« Reply #8 on: August 29, 2009, 06:10:21 pm »
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Could I join in the Art Design? I would love to help you guys!  XD
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Re: Recruiting for the ZFGC Community Project
« Reply #9 on: August 29, 2009, 06:33:37 pm »
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The post before yours, SinkinDevil, was made on April 15th, 2007, which was over two years ago. Not sure why you would post in something so old, but the rule of thumb tends to be that you shouldn't.
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