Original Post
Team name:
none yet
Project name:
I have a name, but would rather not state it.
Brief description:
The game has been development as a story first, with flexiblity in mind for developers. Character art, completed character bios, powerful plotline, GDD mostly completed, some storyboarding for cutscenes.
Backstory and core are very detailed.
As for the gameplay, it's a med level rpg, 3/4 overhead view, somewhat like xmen legends, but much more mature in style, low polys, and a less colorful and cluttered enviroment.
The flow I envisioned is hack in slash as a base, the characters you play as are total badasses, so it takes groups of enemy AI to create challenge. The idea was to fully engage the player through the character's story and as a badass with challenge obviously.
I would like to reuse enemy types as much as possible, and I've written the story to make sense as to why. For example, certain groups of enemy knights wear different color shoulder pads to show rank and abilities.
Target aim:
Really, i would like to target the downloadable console crowd, but other options are up for debate. I'd like to stay away from mobile games if possible.
The short term goal is to get a demo up and running. I'll have a teaser trailer soon enough, and with those two combined and a strong story, I have no doubt a publisher will get on board.
Strategy is to blow away everything on the console's downloadable market, at the very least from a story perspective. The market is wide open with this type of game.
Keep the budget low of course.
Compensation:
percentage would be ideal, but i would like get a demo going for a publisher to look at possibly, keep in mind i'm a writer, strategy is not always our strong suit
Technology:
This is up for debate. As a concept, the game would be low polys and downloadable to console. Huge epic story, but smaller budget.
Talent needed:
Everything besides a writer. I've taken on the role as producer as far as structure and flow, this has its advantages and disadvantages i'm sure, but the focal point has absolutely been strong story and characters.
Team structure:
No team as of yet, looking for one to imagine project.
Website:
none yet.
Contacts:
morrowbaypro@yahoo.com
Previous Work by Team:
I've worked as a writer on this project and two novels, which this game garnered interest from a large studio recently. The offer wasn't even considerate for a buyout though, not for two years of work.
Additional Info:
I think the best way to describe the story is a mix between a rated R version of Lord of the Rings, and a more developed Legacy of Kain series.
The characters are the real stars here. I've taken inspiration from comic books and novels to create some of the darkest and deepest characters I can imagine.
Feedback:
All feedback is welcome. My first idea was to pitch at publishers and studios first, but now my strategy seems better suited for a smaller, but talented team. The corporate mindset is far too greedy for me to deal with.
Thanks in advance!
[Edited by - SirenPro on July 4, 2010 1:44:06 PM]
none yet
Project name:
I have a name, but would rather not state it.
Brief description:
The game has been development as a story first, with flexiblity in mind for developers. Character art, completed character bios, powerful plotline, GDD mostly completed, some storyboarding for cutscenes.
Backstory and core are very detailed.
As for the gameplay, it's a med level rpg, 3/4 overhead view, somewhat like xmen legends, but much more mature in style, low polys, and a less colorful and cluttered enviroment.
The flow I envisioned is hack in slash as a base, the characters you play as are total badasses, so it takes groups of enemy AI to create challenge. The idea was to fully engage the player through the character's story and as a badass with challenge obviously.
I would like to reuse enemy types as much as possible, and I've written the story to make sense as to why. For example, certain groups of enemy knights wear different color shoulder pads to show rank and abilities.
Target aim:
Really, i would like to target the downloadable console crowd, but other options are up for debate. I'd like to stay away from mobile games if possible.
The short term goal is to get a demo up and running. I'll have a teaser trailer soon enough, and with those two combined and a strong story, I have no doubt a publisher will get on board.
Strategy is to blow away everything on the console's downloadable market, at the very least from a story perspective. The market is wide open with this type of game.
Keep the budget low of course.
Compensation:
percentage would be ideal, but i would like get a demo going for a publisher to look at possibly, keep in mind i'm a writer, strategy is not always our strong suit
Technology:
This is up for debate. As a concept, the game would be low polys and downloadable to console. Huge epic story, but smaller budget.
Talent needed:
Everything besides a writer. I've taken on the role as producer as far as structure and flow, this has its advantages and disadvantages i'm sure, but the focal point has absolutely been strong story and characters.
Team structure:
No team as of yet, looking for one to imagine project.
Website:
none yet.
Contacts:
morrowbaypro@yahoo.com
Previous Work by Team:
I've worked as a writer on this project and two novels, which this game garnered interest from a large studio recently. The offer wasn't even considerate for a buyout though, not for two years of work.
Additional Info:
I think the best way to describe the story is a mix between a rated R version of Lord of the Rings, and a more developed Legacy of Kain series.
The characters are the real stars here. I've taken inspiration from comic books and novels to create some of the darkest and deepest characters I can imagine.
Feedback:
All feedback is welcome. My first idea was to pitch at publishers and studios first, but now my strategy seems better suited for a smaller, but talented team. The corporate mindset is far too greedy for me to deal with.
Thanks in advance!
[Edited by - SirenPro on July 4, 2010 1:44:06 PM]