Birthstar: Frontline, Proof of Concept: Help Wanted...

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katanaX

New Member
Sep 19, 2003
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Like I said, this is very fishy..If this is a serious company why the use of hotmail addresses and no website(if there is website please show me)?
 

RegularX

Master of Dagoth Lies
Feb 2, 2000
1,215
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Chicago, IL
Doesn't look like it. So they went around in circles for several posts about how their commercial project wasn't a commercial project and then vanish. Annoying. I rambled a bit about this on my blog, after my last long post. Modders finding their way into the pros is all good, but when people just try to save a few bucks by "hiring" modders for free - just annoying.

It really sounds like they want to make a game, they just don't have any real business sense. Course if they really cared about the game, they could just make it a mod and avoid all this mess. Guess that illustrates what the focus really is.
 

katanaX

New Member
Sep 19, 2003
38
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Just hope that no one fell for this and did something for them.

that has the potential to revolutionize how games are made

I guess when you write stuff like that it seems attractive.
 

katanaX

New Member
Sep 19, 2003
38
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I also found this:

http://www.cgtalk.com/showthread.php?t=210563

They changed some stuff in that post:

Birthstar: Frontline has positions available for any highly experienced conceptual and 3D artists. Birthstar: Frontline is a proof of concept that will be taken to publishers in the industry in order to get funding for the full project. Matthew Collins, a screenwriter, is the lead designer for this project. His partner is David Carson, (director of "Star Trek: Generations.") The proof of concept will run off of the Unreal 2k4 Engine.

In its present state, Birthstar: Frontline has the potential to be the next great gaming IP. It's hyper-realistic gameplay is similar to "Ghost Recon 2" or "Rainbow Six" with the intensity and scale of "Call of Duty," wrapped in a gritty far-future science fiction setting. It will also be the first game to incorporate sixteen-player cooperative play into the game's story with unique characters each with their individual roles in the military unit that is the focus of the game's story. Needless to say, it is an ambitious project that has the potential to revolutionize how games are made. A design document has been written, a small team comprised of a few modelers, concept artists, and designers has been formed, with more on the way. Sundog Films will be producing some of our 3D content as well as our intro and ending CG movies.

Matthew regularly consults with Seamus Blackley (inventor of the X-Box) and Larry Shapiro (President of EA Australia) who are now heading up the gaming department at his agency, CAA.

At the point of completion, there's a possibility that anyone who has worked on the proof of concept will continue to work on the full game. Your chances of continuing work depend wholly on your dedication to the game and the amount of work you put forth for us. That being said, we cannot guarantee a position.

Birthstar takes place in around 2500 AD. The first mission is centered in the city of Tarsis, on the planet Argyle-3. A run-down version of the mission structure is basically the following: Tango-88, a recon/covert ops team of 16 men and women drop in and help with the Republic's defense of the city against the Tusten Confederation. The 16 man team splinters off into two fire teams, each with their own objectives/waypoints.

Tarsis itself is a massive city by UT2k4 level standards, measuring 1.75kmx2.5km. Think of it as a sci-fi update on a bombed out Stalingrad.

The streets of Tarsis are all mag-rail based, traffic is automated, intersections have X-shaped pedestrian walkways over them so pedestrians don't have to wait for a light. There are some dual-levelled sidewalks, and there are lots of arches for inter-building covered walkways. Again, it's very sci-fi, but it still retains a distinct European feel to it.

We also need skilled character and vehicle designers. Our weapons have been concepted and are being modeled as we speak.

We are very serious and passionate about this game. If anyone is curious or interested in being a part of this project,contact us at the following email address: rdaly23@gmail.com.

PS. This is not a modification that will be released to the masses. This is a proof of concept that is going to be taken to prospective publishers. That being said, DO NOT apply if you don't have a solid portfolio to show us.
 

RegularX

Master of Dagoth Lies
Feb 2, 2000
1,215
0
0
Chicago, IL
Yeah, but I was surprised to see Angel Mapper, who I think has worked pro on this stuff before, and guys like EE getting caught up in it.

AngelH@rt's response was, however, precious to me.

Well. Whatever. Guess it's just best to wish people luck in not getting robbed.
 

katanaX

New Member
Sep 19, 2003
38
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Yeah I noticed that too, Angelmapper answered and they were all serious about this, for a second I thought this was serious, but people who says they know the inventor of Xbox etc and then use hotmail addresses and have no website is fishy. Oppurtunity of a lifetime? I don't think so..