Team Members
SDF: Project Lead
Lazer: Programmer
V1cter: 2D Texture Artist
Jekko: Sound Design
gametime: 3D Modeler
Improve_: 3D Modeler
Open Team Positions
Skilled Programer.
Skilled 3D Modeler.
Skilled Texture Artist.
Skilled Vegetation Artist.
Skilled Animation Artists.
Skilled Software Engineer.
Hey everyone, I’ve been a long time member, but a very infrequent poster here. I just wanted to share with you an itch that I’ve been scratching for quite some time now. With the past few years of PC Gaming bringing about a lower quality, higher priced form of FPS, I’ve come to the realization that the FPS I keep telling myself will appear, will never come to fruition. I’ve been in the competitive FPS arena since 1997 with a passion for tactical, military shooters that provide accessibility (SWAT 4 is a great example). I’m seeking to found a team of talented, committed artists, modelers, sound engineers etc. who share a common joy from online competitive play, teamwork, and community driven gaming experience. If anyone here is even REMOTELY interested in my idea (for work or information/input) PLEASE reply to my post, I would love feedback!
Image
Concept Art
About Tortoise Games
The individuals currently working within Tortoise Games were consumers of the very products they now strive to develop. The studio in and of itself was founded under the guide of producing a quality, gaming entertainment experience that rivals consumer’s growing expectations within the market. With the current trend of poorly delivered, under-realized “AAA” titles hitting the beloved PC platform for their console-oriented conception, consumers have been slowly facing poor outlooks on their PC-oriented purchases. With a steady rise in prices, and a drop in overall product quality, we here at Tortoise are driving to deliver a “return to form”.
The “Tactical Shooter” has been MIA for many years, with many reliable IPs forgetting the safety at home; a gap has started to appear amongst shooter fans. What was once used as a keystone to competitive gaming and revolutionary game design, has now become the industry standard of a stead-fast cash-in. What once was about, team, tactics, planning, and execution, has now become rapid skirmishes between two to three “star” players on a team. Although this method of FPS gaming is fun (even for us tactical guys) the utter lack of substitute for pace, and play style has driven Tortoise Games to lead the production of an AAA, multiplayer, Tactical FPS (First Person Shooter).
The yet-to-be named title, currently in development with the help of CryEngine 3, will be the most engrossing multiplayer experience to date. Instituting a high-level of integrated action-to-animation systems (your soldier will open a door by outreaching his hand etc.), deeply researched and realistically designed environments, and exceedingly integrated team play (although playing alone and without being integrated with the rest of your team will be possible, ultimate success will be unlikely), Tortoise Games hopes to bring back the competitive FPS to its former glory.
After two years of in-depth research concerning player behavior, we have discovered that most players yield a more enjoyable experience accomplishing a task, goal, or otherwise together, than by one’s self. As such, the key design behind the yet-to-be named title will center on the importance of team (to a realistic degree). Mechanics such as squad moral, amount of suppression, locations of squad mates, etc. will be implemented by design. We are hard at work trying to deliver the most authentic, immersive, squad-based combat game ever.
We planning on delivering this yet-to-be named title to consumers exclusively digitally and plan on updating the title, post-launch, with free content updates (maps, modes, weapons, squad roles, etc.)
If you would like to ask us a question, provide us with constructive feedback, or join the team, feel free to reply to this post!
Tortoise Games
-Slow Is Smooth, Smooth Is Fast-
Personal Experience
Some quick information about myself, I was the 3D Animation and Graphics design team lead on my high school U.S FIRST Robotics team for four years, where I worked with college students from The Ohio State University every Saturday for about sixth months a year. They taught me the detailing behind an animation project and the inner-workings of Autodesk’s 3DS Max.
As the team lead, I was given a team of 20 individuals, tasked with brainstorming and delivering a high fidelity animation segment by the end of the season. These 20 individuals assigned to me had varying experience in the 3D world which presented challenges for me in instruction and execution. In addition to my experience as a team lead, I’ve also built maps (starting in 2006) using the Quake 3 engine, Source engine, and Cryengine platforms.
I’ve had experience on several Battlefield 2 mod teams including Rising Conflict and Project Reality. I’m currently a fifth year senior at The Ohio State University, where I am studying (very heavily) to become fluent in the field of Marketing and Promotional advertising.
(Updates 1-4 can be seen by clicking the link given below to the Crydev Forum)
UPDATE 5:
Please keep in mind that my textures (as well as Crytek’s vegetation and sounds) are currently placeholders and will be updated throughout the life of the project. I’m trying to get things into a playable setting before worrying about the any significant texture work is done.While the walkthrough video may not seem like much, I challenge you to compare the modeled version of Sant Elm, Spain to the real one via Google Earth.
Comments and feedback are always appreciated!
https://www.youtube.com/watch?v=XXV40pMC1ug&feature=player_embedded
Side-by-Side comparison: