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Creating Content for Vendetta Online

Mar 29, 2011 incarnate link
By popular request, here is some info for new people about building content (missions, 3D models, etc) and submitting them for use in our game. We're more open to this prospect than most other companies, with a few caveats:

- You must sign over all the rights to any created content, we must own the intellectual property (this is legally crucial if we ever seek additional outside investment). This means you will even need our permission to show the creative work in an artistic portfolio (generally, we're fine with portfolio displays, unless the content is still secret, unreleased, or in development in some way).

- You will not be paid for the content, your only compensation is the experience gained in adding to a live, shipped game product (if you contribute a great deal of really worthwhile content, such as 3D art, you may be added to the game credits, but this is not promised to everyone). Having your work appear in a live production game can be useful asset for a resume or portfolio in the game industry.

- All content must be very high quality. Sometimes higher quality than content already in the game. After all, we're only going to replace mediocre works with good or great works, we don't want to add more mediocre content. We do not view "many mediocre ships" as being a step up from "a few ships", all new content must be AAA quality.

The first step is usually to read about the Player Contribution Corps, membership of which enables access to mission creation and the like. Joining the PCC is a great place to start.

For those specifically interested in making 3D models and ships and other artwork, please see this older post detailing some of the more basic requirements (but don't actually post to that old thread, start a new thread if you have questions). It is rare that we take 3D/art content from outside, but we do occasionally in cases where the work is high quality and very polished.

Note: the 2009 thread linked above is correct for most our art pipeline, but we now use larger texture sizes, DirectX Compressed. We also utilize detail textures (diffuse, normal and specularity) for some cases with large objects.