Nanoforge, [Originally Facade] by Zelcon Games
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What is Nanoforge?
Nanoforge is a first-person, futuristic, 3D puzzle-adventure game, built in Unity (C#). Players use nanotechnology to solve puzzles and progress through the game.
Want to play it? Just ask!
What have we accomplished?
- SUCCESSFULLY GREENLIT on Steam
- Detailed GDD, narrative, and gameplay documents (25000+ words) to make development simple
- Established code base: All of the basic gameplay mechanics are in place, and usable! We’ve developed custom tools to make level creation and modular level design a snap!
- Proper management: We’ve successfully used project management tools since the project’s inception, that allow us to complete tasks, communicate, and see the big picture.
- Modular from the start: We’ve developed custom tools to facilitate rapid creation of levels that are rich in detail!
- Consistent, close-knit team: Our five core team members have been working on the project for nearly two years, save for a few breaks for exams and vacations.
- Perseverance: The game began (as a concept) in 2011, and has survived transitions between three game engines, three project management tools, four programming languages, two business models, and countless Skype calls.
- Detailed analytics: Every play session is tracked extensively via custom metrics, allowing us to view heatmaps of player movement, monitor enjoyment, and optimize the game to eliminate confusion
- Music/SFX: Over a dozen tracks posted on our Soundcloud page, as well as several custom SFX, made exclusively for Nanoforge.
- You can play it. Right now. Fully-functioning first-person puzzle-solving gameplay, in fact.
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Powerful portfolio pieces and references: Committed to the project? Your future employers will hear about it.
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Welcoming and determined team members: Ever lost track of time and stayed up late creating art? We’re like that.
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Flexibility: We’ve worked with team members from China, Italy, the U.K., Germany, Canada, the U.S., Poland, Russia, and Libya, in countless timezones. We value your time, and work to create a consensus for all meeting times, so everyone is equally grumpy.
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Consistency: We’ve nearing our 52nd weekly sprint review/planning Skype call.
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Simple, efficient tools: In-house tools empower you to produce art that looks fantastic, whether in-game, or on news sites.
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Industry experience: Over half of our contributors have worked on major titles in the past, or have had professional development experience, including work on titles such as Deus Ex: Human Revolution, Thief, and Halo 2.
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Minimal revisions required: We use a multi-stage process to minimize revisions to art, making development far more efficient!
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Venture capital contacts: Contacts with traditional tech investors via friends in Silicon Valley.
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Grounbreaking level design tools and procedural terrain generation
What do we need?
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3D Environment Artists
[LIST] - Can construct complex, rich scenes as modular pieces
- Communication skills
[/LIST]
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3D Animator(s)
[LIST] - Knowledge of rigging and animation
[/LIST]
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Level Designers
[LIST] - Can construct complex, rich scenes using modular pieces
[/LIST]
Note: C# Programmers, Composers (SFX/Music), Bloggers, Testers, Web Developers/Designers, Voice Actors, Designers and Writers are also invited to apply!
JOIN NOW
TINY SAMPLE OF SOME RANDOM ART THAT WAS LYING AROUND, SINCE PEOPLE LIKE PICTURES:
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