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Skull_Jockey

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A member registered Sep 17, 2019 · View creator page →

Recent community posts

(1 edit)

Hello developers and artists,

My team and I are seeking additional asset developers to assist in the production of a prototype and alpha to go out as a public demo. The purpose of this is to raise awareness for our game and receive crowdfunding support.

We're currently working on putting a prototype/vertical slice together for when I visit GDC this coming month. Our debut title is an isometric tactical-action shooter with RPG elements, open-level style world, and a narrative altered by player choices. The game takes inspiration from titles such as STALKER and Metro (but is not intended to be a spiritual successor), and the plan is to include a UI that is partially minimalistic and diagetic. We are also developing this project in Unity. We look forward to taking a finished game to market and receive publisher support. If we don't, we aim to use our prototype (materials and the eventually released public demonstration) for crowdfunding.

Let me know if you're interested. 

-Creative Lead and Project Manager, Skull Jockey Dev Team

Email: projectnoodleman@gmail.com

(2 edits)

Hello Jonrei,

My team and I are open to additional asset developers, even if they aren't full time. We currently have a one 3d asset developer and a 2d asset developers who are covering all of our current development priorities. However, we could use more asset muscle.  We're currently putting a prototype/vertical slice together for when I visit GDC this year. Our game is an isometric tactical-action shooter with RPG elements, open-level style world, and a narrative altered by player choices. The game takes inspiration from titles such as STALKER and Metro (but is not intended to be a spiritual successor), and the plan is to include a form of adaptive AI that changes its behavior based on a player's past decisions. Also, we are developing this project in Unity. We are working to publish a finished game to the market and receive publisher support. Even if we don't, we aim to use our prototype (materials and the eventually released public demonstration) for crowdfunding.

Let me know if you're interested. 

-Creative Lead and Project Manager, Skull Jockey Dev Team

Email: projectnoodleman@gmail.com

(5 edits)

Hello Inferno,

My team and I are seeking additional programmers, even if they aren't full time. We currently have one programmer who is covering all of our current priorities. However, in the near future we will be needing more coding muscle. We're currently putting a prototype/vertical slice together for when I visit GDC this year. Our game is an isometric tactical-action shooter with RPG elements, open-level style world, and a narrative altered by player choices. The game takes inspiration from titles such as STALKER and Metro (but is not intended to be a spiritual successor), and the plan is to include a form of adaptive AI that changes its behavior based on a player's past decisions. Also, we are developing this project in Unity. We are working to publish a finished game to the market and receive publisher support. Even if we don't, we aim to use our prototype (materials and the eventually released public demonstration) for crowdfunding.

Let me know if you're interested. 

-Creative Lead and Project Manager, Skull Jockey Dev Team

Email: projectnoodleman@gmail.com

Hello,

I am recruiting for the small development team, Skull Jockey. We are currently seeking additional talent for our programming team. We are developing our debut title, a 2D isometric shooter that is story-focused and has RPG elements with inspiration from game franchises such as STALKER and Metro. 

We already have code and assets, sound and visual, in progress to be integrated and are steadily progressing in developing a demo we will submit to indie-friendly publishers for support, financial and talent-wise. We hope to use crowdfunding as well to raise funds and compensate our team members and contributors. If you're looking for an experience surrounded by other programmers and sound designers, we have the talent. We are currently working on setting up fmod for sound implementation.

I've sent you a friend request on discord as "Gaben" Mulbern#1280. Or you prefer, we can talk more details through email: projectnoodleman@gmail.com.  I look forward to hearing from you soon.

Hello,

I'm recruiting additional programming talent for Skull Jockey. We are looking for  Unity programmers to join the programming team and help us speed up development of our debut title, a 2D isometric pixelated shooter that's story-focused and integrates some RPG elements.

I sent you a friend request on discord as "Gaben" Mulbern#1280. I'll be happy to go more into detail with you about the project specifics. We are so far in an early alpha and working on our prototype, and would like more hands on the coding front.

Email in case its more preferable: projectnoodleman@gmail.com.

Hello!

My name is G. Mulbern, and I am the creative lead and project manager of Residual Blood and the Skull Jockey dev team.

The Skull Jockey development team is currently looking for asset artists skilled in digital illustration, specifically upper-resolution pixel art, for general asset creation alongside fellow asset artists. We are looking for candidates who can demonstrate stylistic range, flexibility, and variety and who can also work on a regular (weekly) basis to meet objectives in a cooperative environment in collaboration with other asset artists.

We are currently working on our debut title, Residual Blood, the first in a two-phase project that will serve as a public demonstration of what to expect in the main title (the second phase) in terms of gameplay, story, and overall experience. A crowdfunding campaign will launch alongside its segmented release to support development and grow further interest and enthusiasm for the overall project. Team members who remain with the team for at least the first phase can look forward to financial compensation before the mid-development cycle of Residual Blood begins, should all go to plan. The funding will come through crowdfunding primarily, though we are looking into gaining support from an indie-favoring publisher. Team members will thus be paid as independent contractors.

What will be Residual Blood?

Residual Blood is being developed as a story-focused, open-level, upper-resolution pixelated isometric shooter with light RPG elements. The game draws much inspiration in terms of gameplay spirit, soundscapes, and overall tone from game series with strong atmospheres, such as the STALKER and Metro 2033 franchises. Set in the far future on the distant world of Obstratsky, Residual Blood will put players in the shoes of an every-Joe scavenger. Who Joe will become as he survives Obstratsky and its inhabitants is up to the player’s choice. With branching dialogue trees and quests that influence each other and player choice in a chain of effects akin to a Rube-Goldberg domino line, the player’s decisions will shape how Joe comes out—and who he comes out as—at the end of Residual Blood.

As players explore the various regions of Obstratsky searching for grails and holy grails, they will face challenges where preparation and careful planning can make the difference between being slaughtered and crawling out alive. Though equipped with firearms, the player won’t be racking up a high kill count as they could in other games. Rather, with combat that focuses on player fragility, each encounter will be a wrestling match of strength and wit with enemies changing up their strategy depending on the player’s last interaction with them. Player skill is expressed not through a tree by through the player’s own skill. To improve one’s odds, the player can gather and augment equipment, gear, and weapons. With only preparation, wit, skill, and a dash of luck can the player survive and thrive in a hostile, post-apocalyptic environment grounded in a grimy view of reality but also invokes the more mysterious and esoteric sides of science fiction and science fantasy.

If you’re interested in lending your talent to the game’s development, send a resume/CV and a link to an online portfolio to projectnoodleman@gmail.com. If you know anyone would be interested in joining the team, have them send an application. We’re currently looking for asset artists with a range and variety of style who are willing to collaborate with a team to develop vivid assets in a high-resolution pixelated style. It’s important to us at Skull Jockey to make the most out of the isometric game format, especially when it comes to delivering atmosphere and immersion without a visible skybox throughout the game. We’re also looking for C# programmers who are at least familiar with Unity. Prior expertise in coding specific game features and mechanics is preferred, but not necessary.

For further information or to keep up to date with recent developments, check out our IndieDB page and twitter!

https://www.indiedb.com/games/residual-blood
https://twitter.com/Skull_Jockey