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Assets

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In video game construction, all of the non-platform elements of the game (such as levels, models, sound effects, and music) are called "Assets". Assets often require more development time and skill than game platform concerns. In SRA, things are no different.

Asset Checklist

Watch your Assets!

Assets in SRA include: concept art, 2D artwork, textures, models, music, sound effects, in-game fiction, missions/quests, level designs, modeled maps, and a multitude of other concerns. Anything that is NOT a game platform feature, is an asset. The basic rule is: if it isn't in C#, it's an asset. Upon completion of mission and scene scripting, the actual python/java/perl code making up the scene or mission will be considered an asset.

At the moment, Stephen Turner is the Asset manager for SRA. This means he is responsible for recruiting, directing, and managing any musician, writer, modeler, or other artist associated with the project. This will be a very large body of responsibility so go easy on him!

Most assets will be distributed internally or will be available in the protected assets directory of our website. To access it, view the details here.

Email him here for more information: Email

Assets Team

From the Deviant site:

  • ~AnggaSatriohadi -> Completed 2d Concepts
  • ~Byruza -> Completed 2d Concepts

From the Awakened forums:

  • codeburn -> Working on 3D Models
  • Candlenine -> Worked on some awesome tunes

Professionals:

  • Brian Hamner -> Worked on building and scenes for SRA. Checkout his drawing on the very first webpage.