KaleidoGames







Making awesome games for real gamers





Level 0Making awesome games for real gamers Studio looking for Artists for new VideoGame [UE4] « on: November 24, 2015, 02:05:15 AM »



My name is Jaime D, I have been working professionally in interactive webs, apps, and videogames for 11 years, since 2004.



In 2013, I went Indie and created KaleidoGames, I have created a small fan-base that keeps growing every year as I go to fairs with custom made arcade cabinets and I try to expose myself quite a lot to the media:













Here there are some stats from my latest games:



Beekyr (2013-2014)



4 platforms: OUYA, Android, iOS, PC

Took about over a year full time

~16000 Free Downloads (~200 Sales in 2 years)

Team of 2 people + musician.

Rating: 4/5



PerfectBrew: Tea Timer (2014)



2 platforms: Android and iOS (not anymore)

6000 Free downloads

Took about one month.

Team of 1 person.

Rating: 4.3/5



Vortex Attack (2014-2015)

www.vortexattack.com



1 platform: STEAM-PC

~3000 Units (in 6 months: still selling) from Steam sales + activations

Took a year full-time.

Team of 1 person + musician

Rating: 92% positive

positive Extra data from Steam stats: On average , players play over 20h.... Some playing over 150h!



I tend to focus on gameplay a lot as my favourite games are from 90s (with some from 80s), gameplay was great then, I believe games are now far too easy.

So my games are often very playable but don’t look that amazing*.

Also as I am on my own I have been creating everything: Engine (all code) , audio edit (FX), graphics (first version), gameplay, difficulty balance, overall design, translations, GUI, menus, and a long list an Indie has to do.



Note: for Beekyr I had an illustrator helping out redrawing my crappy graphics. For Vortex Attack just some very small help for some enemy designs.



All my projects since 2004 have been using ActionScript code to compile Flash and later Adobe AIR. And my last game, Vortex Attack has been using it for the last time: it's time to move away from that Adobe technology as I can't export to XBOX or PS4 and workflow is not as smooth as I would like. Coding in AS3 was beautiful though.



I have been practicing UE4 for a while now and it looks like I will be using it in the next game. I have been testing stuff out and it is visually impressive, as well as its workflow, especially when compared with pure coding like I did with AS3. So it’s a double win. I don't have to deal with low end optimizations or bugs and I can focus in gameplay, making more complex scenarios, AI and enemies.



Also I'm moving to 3D models as well, I have realized that lightning, reusing models with different skins and camera functionality are all more practical than using just texture atlas and tinting sprites.







The new game



But I can't do it alone anymore. So I have decided that I will do a commercially viable project now. With the knowledge earned from the market since 2013 I can say that with a good team I can build a successful game. I would like share with people that is interested. But firstly I have to say a little bit from the game.



Imagine a modern Metroid / Turrican mixed with the Odyssey (Ulysses) but 2.5D and some levels 3D (back to front camera) fast navigation big areas in a spaceship like “StarWars Episode I :Racer”





Turrican





Starwars Racer



The team



I'm gathering a new team to build the whole game, and start ASAP. at the moment we are:

Game designer + developer

Game designer + 'Expert' game tester

3D modeller + texturer

candidate for : illustrations

candidate for : music

Please take a look at this folder:



https://drive.google.com/folderview?id=0B-L0oVi1bD3ffkxUMlVEcmRqcWYyVHhKSGNtT0dWVU9zeWdDOXE5dFdIdEpsamxsY0h1ajQ&usp=sharing



I placed two files:

General.PDF

With all basic information



World-1.PDF

Gameplay, story, etc from the first few levels.



I hope you like the project and you work with us. If you were interested, please let me know and we can discuss how you can contribute.



Game visual style is yet to be defined, but we can go with any that makes the game look attractive and give good vibe to players. I will take care the fun factor, with as many compilations as it's needed to make it awfully fun. With Vortex Attack I did almost 10.000 compilations: you can imagine the detail level I set to the gameplay, you are can be sure that part is well covered already.



If you are truly interested, you can already start with an enemy, main character, a sketch of one level, whatever the choice is yours. I won't hide you any information, this is also a test of will. Attitude counts as much as your art skills. Being the best illustrator without being willing to work won’t make the best candidate. This has happened to me already, and since then, I have been working solo. I need people willing to work at good speed rate and make a game that will shock players and critics. I do not expect to over work as I do but not stall the project.



Also, if you know anyone that can be interested please let me know and I can send an email to him/her or tell to send me an email directly to info [aat}kaleidogames. com! (<--email address obscured to prevent spam, just in case you wondered)





KaleidoGames Logo

www.kaleidogames.com



Waiting to hear from you soon.



Hi, I am looking for some help for our new game.My name is Jaime D, I have been working professionally in interactive webs, apps, and videogames for 11 years, since 2004.In 2013, I went Indie and created KaleidoGames, I have created a small fan-base that keeps growing every year as I go to fairs with custom made arcade cabinets and I try to expose myself quite a lot to the media:Here there are some stats from my latest games:I tend to focus on gameplay a lot as my favourite games are from 90s (with some from 80s), gameplay was great then, I believe games are now far too easy.So my games are often very playable but don’t look that amazing*.Also as I am on my own I have been creating everything: Engine (all code) , audio edit (FX), graphics (first version), gameplay, difficulty balance, overall design, translations, GUI, menus, and a long list an Indie has to do.All my projects since 2004 have been usingcode to compile Flash and later Adobe AIR. And my last game, Vortex Attack has been using it for the last time: it's time to move away from that Adobe technology as I can't export to XBOX or PS4 and workflow is not as smooth as I would like. Coding in AS3 was beautiful though.I have been practicingfor a while now and it looks like I will be using it in the next game. I have been testing stuff out and it is visually impressive, as well as its workflow, especially when compared with pure coding like I did with. So it’s a double win. I don't have to deal with low end optimizations or bugs and I can focus in gameplay, making more complex scenarios, AI and enemies.Also I'm moving to 3D models as well, I have realized that lightning, reusing models with different skins and camera functionality are all more practical than using just texture atlas and tinting sprites.But I can't do it alone anymore. So I have decided that I will do a commercially viable project now. With the knowledge earned from the market since 2013 I can say that with a good team I can build a successful game. I would like share with people that is interested. But firstly I have to say a little bit from the game.Imagine a modern Metroid / Turrican mixed with the Odyssey (Ulysses) but 2.5D and some levels 3D (back to front camera) fast navigation big areas in a spaceship like “StarWars Episode I :Racer”I'm gathering a new team to build the whole game, and start ASAP. at the moment we are:Please take a look at this folder:I placed two files:With all basic informationGameplay, story, etc from the first few levels.I hope you like the project and you work with us. If you were interested, please let me know and we can discuss how you can contribute.Game visual style is yet to be defined, but we can go with any that makes the game look attractive and give good vibe to players. I will take care the fun factor, with as many compilations as it's needed to make it awfully fun. With Vortex Attack I did almost 10.000 compilations: you can imagine the detail level I set to the gameplay, you are can be sure that part is well covered already.If you are truly interested, you can already start with an enemy, main character, a sketch of one level, whatever the choice is yours. I won't hide you any information, this is also a test of will. Attitude counts as much as your art skills. Being the best illustrator without being willing to work won’t make the best candidate. This has happened to me already, and since then, I have been working solo. I need people willing to work at good speed rate and make a game that will shock players and critics. I do not expect to over work as I do but not stall the project.Also, if you know anyone that can be interested please let me know and I can send an email to him/her or tell to send me an email directly to info [aat}kaleidogames. com! ( « Last Edit: November 24, 2015, 02:18:29 AM by KaleidoGames » Logged Take a look at:





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