Original Post
Team name: We Have Explosive Project name: Technocracy
Brief description: In the early 2006, we started working on Akom3D, a shader-based, powerful and fast 3D engine, based on DirectX 9 (soon on DirectX 10 too). Now the engine is at a good level; we will release the first beta version on January 2007 and it will cost a little fee for commercial projects and will be free for non-commercial use. We are planning to make a sci-fi/cyberpunk turn-based wargame with a massively multiplayer online component, at the same time of the engine release; we have already written about the game design, a lot of interface / menu / user management code, and part of the gameplay code as well, such as level management, character controlling and so on. Target aim: Retail, with a limited free version (less units to control, less multiplayer maps), we will sell it via digital delivery (download) using a Valve's Steam-like system. Compensation: You will work in a team environment and will be part of the development of an ambitious game project, as well as graphics for engine tutorials and tech demos. You will also have a finished project to be added to your portfolio, and the best thing for a 3d artist or level editor is having some models used in a real game to show around. However you will earn a percentage from the profits of the finished game. Technology: Technocracy will be a PC game for Windows XP/Vista; there will be also a dedicated server application for Linux (however it's too soon to talk about a linux version of the game client). We are using C++ as programming language and our proprietary engine, Akom3D. We are also using AkomED (proprietary tool) for level editing (physics, spawn points, sounds, materials etc). Here's a list of the engine features. We will use ODE as physics engine. In order to store user data (accounts, exp points etc.) we will use a MySQL database. Talent needed: We are looking for 3D artists and level designers that could help us for our game project. You must be familiar with a 3d modelling software (whatever it is: 3ds max, maya, gmax, milkshape3d and so on), and you must be able to design a concept, model it in low-poly, uv-map it, skin\rig and make textures or at least a couple of these things. We will be really glad if you could send us some of your works, such as screenshots or renders of characters or maps you made, if you would like to join our little team and collaborate to our project. Team structure: Giuseppe "Eclipse" Navarria: engine/game programmer, game designer, 2/3d artist - eclipse(at)wehaveexplosive(dot)com Rosario "Hangman" Milone: engine/game/tools programmer - hangman(at)wehaveexplosive(dot)com Fabrizio "Kiodo" Nastasi: music composer - kiodo(at)wehaveexplosive(dot)com Website: http://www.wehaveexplosive.com Contacts: jobs@wehaveexplosive.com Additional Info: These screenshot are taken from a tech demo of our engine.

These are some screenshots we took for the Akom3D Ragdoll test, which basically is a demo with some NewtonGD-powered ragdolls (we wrote a plugin to accelerate the use of Newton with our engine): 





We also made a video of this demo, you can download it here (it is quite slow due to the video capturing software): Video: Ragdoll Test (AVI, codec DivX, 1.5mb) Feedback: Encouraging; critics are well accepted too :) Thanks for your attention, Rosario "Hangman" Milone and Giuseppe "Eclipse" Navarria We Have Explosive - www.wehaveexplosive.com [Edited by - deadwing on December 13, 2006 10:26:17 AM]
Brief description: In the early 2006, we started working on Akom3D, a shader-based, powerful and fast 3D engine, based on DirectX 9 (soon on DirectX 10 too). Now the engine is at a good level; we will release the first beta version on January 2007 and it will cost a little fee for commercial projects and will be free for non-commercial use. We are planning to make a sci-fi/cyberpunk turn-based wargame with a massively multiplayer online component, at the same time of the engine release; we have already written about the game design, a lot of interface / menu / user management code, and part of the gameplay code as well, such as level management, character controlling and so on. Target aim: Retail, with a limited free version (less units to control, less multiplayer maps), we will sell it via digital delivery (download) using a Valve's Steam-like system. Compensation: You will work in a team environment and will be part of the development of an ambitious game project, as well as graphics for engine tutorials and tech demos. You will also have a finished project to be added to your portfolio, and the best thing for a 3d artist or level editor is having some models used in a real game to show around. However you will earn a percentage from the profits of the finished game. Technology: Technocracy will be a PC game for Windows XP/Vista; there will be also a dedicated server application for Linux (however it's too soon to talk about a linux version of the game client). We are using C++ as programming language and our proprietary engine, Akom3D. We are also using AkomED (proprietary tool) for level editing (physics, spawn points, sounds, materials etc). Here's a list of the engine features. We will use ODE as physics engine. In order to store user data (accounts, exp points etc.) we will use a MySQL database. Talent needed: We are looking for 3D artists and level designers that could help us for our game project. You must be familiar with a 3d modelling software (whatever it is: 3ds max, maya, gmax, milkshape3d and so on), and you must be able to design a concept, model it in low-poly, uv-map it, skin\rig and make textures or at least a couple of these things. We will be really glad if you could send us some of your works, such as screenshots or renders of characters or maps you made, if you would like to join our little team and collaborate to our project. Team structure: Giuseppe "Eclipse" Navarria: engine/game programmer, game designer, 2/3d artist - eclipse(at)wehaveexplosive(dot)com Rosario "Hangman" Milone: engine/game/tools programmer - hangman(at)wehaveexplosive(dot)com Fabrizio "Kiodo" Nastasi: music composer - kiodo(at)wehaveexplosive(dot)com Website: http://www.wehaveexplosive.com Contacts: jobs@wehaveexplosive.com Additional Info: These screenshot are taken from a tech demo of our engine.














