Natural Selection : Source

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Flayra

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Team name: Unknown Worlds Entertainment, Inc.
We are a startup game company that has been been working on games for four years and officially in business for almost two. We have two full-time employees and are in San Francisco, CA.

Brief description:
We created a popular online game called Natural Selection. It became the #1 most popular independent Half-life modification and since it's release three years ago this month, has attracted 300,000 players who have played for a total of 1 billion player-minutes. We are made of up of experienced game developers who have had many industry jobs and aren't your average run-of-the-mill crappy mod team. We have some investors and are getting more money together as we speak. Here are some images from our portofolio to get an idea of our work.

We're now ready to create a massively updated version of Natural Selection for the Half-life II engine. The game will be a bold step forward in gameplay, but designed so that we can finish it in well under a year. This should be an intense, slam-dunk project with top production values. It's the perfect project for a talented artist or two that want to show everyone what they can do. At the end, there will be many thousands of people playing it, and people will definitely know of your contributions and reputation.

Target aim:
We're not sure if we're going to release it as a free mod again or as a full game on the Half-life II engine to be sold over Steam.

Compensation:
Unpaid, but we may be able to allow part-time work or pay cash or equity to the right candidate.

Technology:
Half-life II (Source engine).

Talent needed:
We are looking for a couple people that between them can:
- Redo and recreate hundreds of level textures
- Work from concept art to model, texture, rig and animate medium-detail humans and non-bipedal aliens (~3,000 polygons)
- Work from concept art to model, textures, rig and animate about 20 marine and alien structures (basically buildings, like in an RTS)
- Work with the Half-life II .qc files to not only create the artwork but get it working in the game

We don't need one person to do all of this, but ideally we could find one incredible texture artist who could create the level textures and texture the models and another incredible person that could model, rig and animate the players and structures. These positions are ideally full-time and

Team structure:
Myself (programmer and lead designer) our lead programmer (both full-time) and a bunch of part and full time distributed people for art, level design, sound, etc.

Website:
http://www.unknownworlds.com

Contacts:
[email protected]

Additional Info:
There is also a very high possibility of getting hired by us for a full-time on-site job working on a killer next-gen title after we finish NS:Source. If you do good work and the game kicks, we'll definitely be ramping up and we hire from 'within' whenever possible. We may also have some immediate short-term contracting work on a big sexy engine if you desire.

We hope to hear hear from you soon!

-Charlie

eye.jpg


Core-Vertigo.jpg
 
Slightly disappointing about NS:S possibly being priced. It'll all depend on the price as to how well that one goes down with the players. I'm a pretty big NS fan but even I wouldn't be likely to pay over $30 for it (£15-20), but if it was as good as NS, I'd spread the word for free.

I'd guess that investment has slowed on NS2 (for lack of a placeholder name), and that developing NS:S (and possibly creating revenue from it) has been deemed more advantageous (in terms of both money and keeping Natural Selection in the public eye and improving the playerbase and community) than taking on more freelance work.

Either way I'm glad that NS:S is being given some sort of priority, and I'm looking forward to seeing progress on this.

P.S. This was an unexpected surprise !
 
I doubt I'd pay for something with the NS name. If it was something totally different, and not just NS1 with better graphics then MAYBE. I'd rather they made a brand new game and charged for that.

They probably make a decent amount from donations alone. You can't go on a server without seeing a few donators online.
 
The Source engine would be a much better platform for something like Natural-Selection - compared with the old Hl1 engine. Loads of potential for something really good here. I would definately pay around $20 (or more - NS was easily of retail standard) for this.
 
StardogChampion said:
I doubt I'd pay for something with the NS name. If it was something totally different, and not just NS1 with better graphics then MAYBE. I'd rather they made a brand new game and charged for that.

They probably make a decent amount from donations alone. You can't go on a server without seeing a few donators online.
Well one possibility that hasn't been played down is the inclusion of a flamethrower, if that floats your boat :bounce:
 
Does the NS team still use flashman studios? I'm just wondering because I know another team that uses them and wonder if you guys consider it worth it...
 
Don't go thinking this is just a graphical and engine update guys, its planned to be the whole works. As X_i_Z_o_R says, the source engine is very suitable to the NS universe, massive sound scapes and immersiveness can be created along with some excellent animation, it'll be like playing Aliens and predator.
Think DOD:s for the quality and comprehensiveness of this version.
 
all i goto say is good luck i never got into ns but hey thats ashame i hope you the best of luck. One thing though your art rocks!
 
I'd have applied, if I had more time and there were guaranteed wages that beat my current job.

NS has always been an inspirational mod for me.

-Angry Lawyer
 
- Work with the Half-life II .qc files to not only create the artwork but get it working in the game

I could probably only do the bold bit :(
 
CoolCookieCooks said:
- Work with the Half-life II .qc files to not only create the artwork but get it working in the game

I could probably only do the bold bit :(

That trims 90% of modellers from the application :P

-Angry Lawyer
 
crackhead said:

kinda...

EDIT: and by the way! this was such an unexpected suprise, i'm glad it's finally going farther and farther into production, good luck! d-('.')-b
 
Yes it does. Most modellers I've met don't even know how to rig, animate, or skin their models, let alone write a QC file and compile them.

-Angry Lawyer
 
i enjoy compiling models and making qc files it makes me feel like a programmer lol :D
 
I can't do any of the stuff mentioned but I thopught I'd give this the oppertunity to say

"Hello Flayra!"
 
I hate my life, i love this kind of stuff, game creation, communities, and just seeing hard work come together. But the problem is i am too impatient to handle doing any of this crap, i am almost to impatient for Macromedia Flash, thank god i am not.

I would like to maybe be there for morale support, idea refinement and such. I know what the FPS gamers are looking for, depending on what you are aiming at, like Multiplayer or Singleplayer. Count me onboard as a supporter, damn those screenshots are nice.
 
This section is for help wanted and offered, it's not somewhere for you to fellate your favourite mod developer.
 
Oh man Pi... High five buddy... That goes down as the best oral sex reference of the day.
 
Pi Mu Rho said:
This section is for help wanted and offered, it's not somewhere for you to fellate your favourite mod developer.
Funny how you've never complained about people making similar comments about other help requests. The Last chance to join BlackMesaSource thread didn't raise an eyebrow or provoke comment when Pilo said: "I havn't applied because my ability of level design isn't as good as the awsome stuff you guys have produced", so why now? Just out of curiosity.

To Emn1ty, check the NaturalSelection.com website once it's back up and see the Forum sections. There's an Ideas and Suggestions Forum which will probably be made use of. Also see the #naturalselection IRC channel on GameSurge, and if you're interested in some of the released comments on NS:S and a recent history of NS's development see the 'files' section or NSRadio.net (specifically 'Developers Corner', and more recently the Halloween Monster Mash / NS Birthday Bash which is linked on the 'General' forum, also at NSR.
 
Agreeing with Crispy. You're being awfully selective, unless of course this is a new policy, in which case I lend my full support. I could point to several threads that seem to have been created for the express purpose of allowing fans to fellate their favorite mod.

Also, I cannot wait for NS: Source. I played the original for a year or so before moving on to other things, and I still love it and play it from time to time. With the Source engine behind it, this is going to be an addiction.
 
Thanks for the comments folks! Well I supposed modelers don't need to edit their own .qc files, but it sure does help. :) We have enough programmers around that should be able to do that...I'll update the post.

Shinobi: Nope, we never signed with Flashman Studios. I think their services look valuable, but not worth their fees (for me at least).

Crispy: Yep, you got it re: funding. We can either spend years slowly building up money through contract work (with NS laying essentially dormant during that time), or we can try to go for it and make a chunk of change now that will let us get an office, hire a small full-time team, and make a publisher demo. It's quite tricky, but I think selling NS on Source is a great way for us to go, provided we can make it for very cheap and our fans don't riot (remains to be seen...). :)
 
Flayra said:
Shinobi: Nope, we never signed with Flashman Studios. I think their services look valuable, but not worth their fees (for me at least).

yeah I've been quite skeptical of their business... just from what I've done with them (which is very little)
 
Flayra,

You may have addressed this in the past--but why are you not offering the direct IP of Natural Selection to Valve.

You would likely be project lead on the ported version, and would have a physical budget to back your game.

Valve speaks of Natural Selection all the time in interviews regarding mods. The medium and genre NS stands on is superior; with perhaps only Savage offering it a competitive development challenge.

I have noted your increased interest in contract and Angel/Prime investment, which seems to be a double edge to owning your own company. Do you ultimately want independent creative control, or do you just want independence as a developer?

So what gives really? Can you really say that Valve has no solid interest in building upon NS and the eventual NS:2 sequel? Considering where DOD was and is today, I find that impossible to believe.

Valve could back the project with a large number of resources, and you of course know sales would be insane for the game. A socket on Valves direct community is special indeed.

Most Half-Life 1/2 fans want NS:Source over any other ported game. After reading a few of your blog posts and your newest UWE update, you seem to have a competitive attitude towards Valve. This reasoning seems to be simply because they have a professional team working on their ports.

I have been up for a few days, so I will check back tomorrow to see if you reply to this. I am interested to see your opinion and reasoning behind not offering and working with Valve for your company.


Flayra, I believe you addressed this in the past--but why are you not offering the direct IP of Natural Selection to Valve.

You would likely be project lead on the ported version, and would have a physical budget to back your game.

Valve speaks of Natural Selection all the time in interviews regarding mods. The medium and genre NS stands on is superior; with perhaps only Savage offering it a competitive development challenge.

I have noted your increased interest in contract and Angel/Prime investment, which seems to be a double edge to owning your own company. Do you ultimately want independent creative control, or do you just want independence as a developer?

So what gives really? Can you really say that Valve has no solid interest in building upon NS and the eventual NS:2 sequel? Considering where DOD was and is today, I find that impossible to believe.

Valve could back the project with a large number of resources, and you of course know sales would be insane for the game.

Most Half-Life 1/2 fans want NS:Source over any other ported game. After reading a few of your blog posts and your newest UWE update, you seem to have a competitive attitude towards Valve. This reasoning seems to be simply because they have a professional team working on their ports.

Director / Programmer of "The Conqueror Worm"
Polykarbon

*The above was an E-mail originally*

sorry for any errors...pretty tired. later
 
Polykarbon said:
Flayra,

You may have addressed this in the past--but why are you not offering the direct IP of Natural Selection to Valve?
This is because Flayra wants to use the Natural Selection Universe as a basis for future games. If Valve own the IP, he'll have to ask Valve first in order to get future projects off the ground and he won't have total control over the game. What's more, Flayra has now declared that money made from NS:S will help set up his company. Even if he were to remain as development lead he would only get paid a worker's salary whereas if he heads up NS:S he would only have to pay his core team workers and a negotiable fee to Valve for use of Steam to receive payment.

Selling off the IP rights would have massive long-term effects on NS Development and the future of Unknown Worlds Entertainment, and I can't see it happening any time soon.
 
It is indeed a logical option though.

Offering the physical rights to Valve does not mean the loss of creative control.

Independent controlled funding and creative productivity could be handled through UWE. Valve would remain a publishing core.

Indepedent creative control is the most important aspect in maintaining quality/design in the industry.


Just interested in hearing Flayras options regarding the games future.

NS:2 may or may not ever happen, and the option of Valve picking up the IP is plausible. Controlling direction and design influence can still be left in the hands of Flayra and his team[future].

Beyond the sales of NS:S, NS:2 could be within the vicinity of the physical source code, and not just a modified SDK.
 
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