It's time to tell you guys a little bit about who we are and what we've been working on so far. We are Greenhorn Production, that is 5 of us studying Computer and Video Games in Manchester, UK. This is our third-year project and we hope you guys like what you've seen so far.
Number one on the team is Rich. He's our game designer. He spent all summer writing the
lore and backstory to our game as well as the actual game story, setting overviews, character descriptions and everything else that needs to go into a real role playing game. When we came back to Uni in september, the narrative was more or less done so he headed on to designing our 3 levels (which had to be broken down into about 24 sublevels). Once that was done, he designed all of our items, character and npc-statistics (such as health points and damage output) and eventually all the skills and spells that will go into the game. Right now he is working on the second on our levels, the valley level, which you will get a peak at soon.
Adam is our lead artist. After doing a lot of research and
concepting work over the summer, he started producing all the
assets for our first level, the village level. In November he then moved on to creating the first priority NPC-models such as the player-model and now he just started producing our weapons.
The next guy is our lad for everything, it's Dave. Officially he is supposed to be our technical artist, but really he is more like a full-time level designer, a full-time artist and a full-time problem solver all in one person. He spent his summer building our
sandbox level and trying to figure out how to get everything working smoothly and how to build the kind of levels we're building in the first place. With the beginning of Uni in September, he started working on our
village level, which doesn't look all that bad after all, pretty nice actually if you ask me. Right now he is working on the assets for our second level, the valley, as well as the assets for our third level, the zelorian camp.
"I love valve." That's probably what Jamie would have himself tatooed. Well, something like that at least. He is our programmer. Having the very thankful job of building a role playing game from the source engine, he spent his summer researching the engine and ways to make this project possible. Luckily enough he is quite talented, so we are making progress a lot faster then expected. What we have right now is a fully working conversation system, an inventory as well as the ability to equip items such as gloves, boots, a chest piece, a hat or even a weapon and it will display in the game. Right now he is working on fighting enemies and we're hoping to be able to chase alyx around a testlevel in a little while.
Last but not least its myself, Gunnar. I am the producer of this little project. I myself spent the summer doing an internship at a games company at home in Berlin and reading a small number of books about project management. Somehow I even managed to fit this project into a schedule and we're looking to hit the feature complete (alpha) date some time in early february, the beta date in early march and the release date is currently estimated in the middle of april. Well, thats our hand-in date anyways so we more or less have to be finished by then. At the moment we're comin along nice and sweet so there's no reason to start sweating just yet.