Artist Recruitment

This page is to discuss and set up a standard document with images and links that we can post around the web to modeller and artists sites in order to recruit artists.

Sites to post this one when its finished/good:  Polycount  CGtalk

It may also be a good idea just to get our current artists involved in/getting feedback from these sites, both to improve their own skills and so they can have a small plug for CA when they do it (such as in a sig).

Note that these images should be centred.... apparently you cant centre in trac o_O

Title: 'Completed RTS needs artists'

Saktoth: The title should probably make clear that we arent recruiting for a new project, our game is prettymuch done and they can see their models ingame tomorrow as far as the work on our side is concerned. However, we are still devving, so is 'complete' a good word?

 Complete Annihilation (working title) is an open-source game for the  Spring RTS engine. It is mostly complete, feature-packed, playable, and already has an active player base and a large team of developers who have been working on it for several years.

However, we seriously lack artists. We have some models, the ones you see in these screenshots can give you a rough idea of the quality we are looking for (and what your models will look like ingame), but the game is mostly using placeholder models. We cannot promote or distribute the game until these are replaced.

We are looking for modellers, texturers, concept artists and anyone who is willing to contribute to the art end of the game.

Since the game is open source, its goal is to be GNU compatible and use only free, open source liscences for code and content. GPL, CC-BY-SA and Public Domain are used currently.  Artistic Liscence 2.0 is our preffered liscence for art. It is not for profit, and is made by people who are passionate about open source and game design, so we are looking for artists who wish to see their models in a finished game or add to their portfolio.

As this is an RTS, models will not require the same detail levels as they might in an FPS. This will vary by large amounts depending on how many are likely to be in a game at one time. To give you an idea of the range, units cost from 20 up to 30,000, from tiny to massive, so there is room for models of various complexity.

Attachments