Call to Arms - Seeks a 2D artist

  • Thread starter Thread starter Empire
  • Start date Start date
E

Empire

Guest
Call to Arms is a science-fiction action game based on a human versus alien scenario. Players assume the roles of the newly formed militia, United Invasion Prevention Force. Its ranks are made up of military soldiers from across the globe: British Special Air Service, Russian Spetsnaz, U.S Navy SEALs, Canadian Joint Task Force-2 among others. The other role is of the alien force, a merciless enemy with the power to wage full scale warfare in any and all conditions. The aliens will be portrayed as an extremely brutal species who know nothing but combat and harness devastating tactics. They are built like tanks and have metallic like skin. They can also learn very quickly, so utilizing human weaponry and artillery will be possible.

Environments are based on every corner of the world as the invasion is taking place everywhere. So fighting in the the jungles of Colombia will be as violent and confusing as fighting in the urban jungle, New York City. Giant motherships have devastated most of the worlds cityscapes, so the levels will be war-torn and littered with rubble and destruction.

I won't go into the backstory too much, but it does explain the first encounter up until now. It has been three years since the initial attack, so the world has been defaced quite a bit. A unique feature I wish to incorporate is the use of AI-controlled team mates. For example: if you find yourself drastically overwhelmed by the opposing force and you spot, say a civilian hiding in the building across from you, you can go over and interact with them. If they aren't armed you can give them your secondary weapon or sidearm and have them join you. If they die along side you, another NPC will spawn somewhere in the map.

The game is multiplayer and will feature an RPG like upgrading system where players can earn points to allocate over their soldier/alien. These points affect how your character behaves. If accuracy is maxed out, running for example, will be identical to your crouching recoil, if not slightly off.

I'm a particle effects addict and will try and feature many unique and beautiful particle effects. Things such as longer lasting explosion smoke that travels and dissapears. Large muzzle flashes that light up the environment. Matrix-like material emitting effects like in the lobby scene. And whatever else the engine enables me to have, will be available with each release.

I'm currently interested in a 2D artist at this time who will help me construct the different aspects of the world in a artistic way. If you are the one please post here.
 
Back
Top