IntroductionMy name is Martino, I am the programmer for
Super Smash Ball.
We are currently a 2 man team, with me as the programmer and
Ashton Morris as the Sound Designer.
About MeI graduated in Communcation & Multimedia Design at the Amsterdam University in 2012. During my study I have taken a game design minor and had an internship as a programmer for 6 months at Digital Dreams in the Dutch Game Garden.
After my study I have worked for 10 months at Flavour, a dutch game company in Amsterdam.
Super Smash BallSuper Smash Ball is a local multiplayer arcade-style focused on fast paced, over the top action.
It draws inspiration from games like WindJammers and Super Smash Brothers.
The goal is simple, get the ball into your opponent's goal, you have a range of punches and powerups to your disposal to do this.
The game is currently still in an early stage, but the basic mechanics are there. Be sure to check out the devlog
here for more information on the game. Please note that all graphics are placeholder.
The positionWe are looking for an artist well developed in 16-bit pixel art. As all the current art is placeholder, you will be in charge of pretty much all the visual aspects of the game. To give you a rough idea, this will conclude the following;
- 4 to 8 character designs with several movement and combat animations
- Several enemy and item designs
- 4 to 8 level designs, each with their own distinct style. These will probably be tile based
- UI work, the game doesn't feature alot of interface components, but there will be some basic stuff like level selection and character selection
Here are some references to give you an idea of what we are looking for.
Frog SordThere is a story element in the game to base the character on, it won't be communcated to the player a lot. Not all character have been defined yet, so you will have a lot of freedom in designing the characters.
What does this offer you?25-40% of profit.
Initial payment of €500 - €1000 based on your available work time.
The game is still in an early stage so I have not yet made advances towards marketing. The goal would be to get the game on steam. Once the game is in alpha I will take it with me to multiplayer picnics in the Dutch Game Garden, which is a great place to get your game out in the open.
RisksI feel obligued to give you a realistic image of the project. There are a few risks
- I (The programmer) have some medical issues which prevent me from working for extended periods. It is not yet clear how this will develop in the future. I am not going to discuss it here openly, but hit me up with a message if you have further questions.
- No confirmed revenue model yet.
I'm interested, how should I contact you?You can hit me up with a personal message in tigsource or send me and e-mail or add me to skype;
e-mail:
[email protected]skype: omgnoseat