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Elite: Special Forces

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User avatar AndreasRSG
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Elite: Special Forces

Postby AndreasRSG » 24.05.2013, 22:27

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Core values
- Real Life first
- Balance your own days as long as you have your work done to time
- Everyone has something to say on our team, if you have any ideas or suggestions to company or game, share
- Feel free to work on other projects as long as they don't conflict with our projects
- Our community is our life blood, we will treat them well and listen to what they say
- We will have the same core vision of the game, but take our community's ideas and opinions in consideration
- We're always aiming for high realism based gameplay

Current Team Size: 12



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Features:
- In-game voice communication program.
- Realistic weapon view.
- Authentic weapon handling and ballistics.
- Large environments/levels.
- Gametypes in a whole new style.
- Smart ranking system.
- Character customization.
- Large variety of weapon attachments.
- Driving system.
- Large variety of game-types.
- Multiplayer-only.



General Q&A
What platorm(s) will Elite be released on?
Elite will only be released on PC platform.
Which game engine are RealisticGameStudios' developing Elite on?
We're currently using the CryEngine 3 engine.
Any release date for Elite?
Elite will be released when it is finished.


Why create Elite?
Look at which games you or someone you know have; Call of Duty, Battlefield 3, and the list goes on. The FPS genre is lacking variation on the market. A lot of people out there lacks the feel of an authentic experience and a game that requires teamwork. We, the team of RealisticGameStudios, wants to give these players what they deserves; and they deserves a tactical, realistic and "thinking" experience!
Thanks for reading, and please help spread the word.

Showcase

Buildings
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Characters

Environmental
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Gear

Props
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Weapons

Email: contact@realisticgamestudios.com
Recruitment: viewtopic.php?f=316&t=107978
Website: Coming soon
IndieDB: http://www.indiedb.com/games/elite-special-forces
Facebook: https://www.facebook.com/pages/Realisti ... 2874195758
YouTube: Coming soon
Twitter: https://twitter.com/RealisticGameSt
Steam: Coming soon
Crydev: project_db.php?action=project_profile&team_id=5803&project_id=5639
Last edited by AndreasRSG on 22.07.2013, 17:02, edited 15 times in total.
Art Director at RealisticGameStudios, working on Elite: Special Forces.
http://www.indiedb.com/games/elite-special-forces
User avatar GamingDigital
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Re: Elite - Special Forces

Postby GamingDigital » 25.05.2013, 16:26

Nice project concept guys. Wish you all luck to achieve this. I really want to see a good game coming out of htis. Something superior to Battlefield 3. Check out your Inbox, please!
Public Relations Manager at Miscreated
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User avatar AndreasRSG
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Re: Elite - Special Forces

Postby AndreasRSG » 25.05.2013, 21:58

Thank you Nikolai, and welcome to the team!
Art Director at RealisticGameStudios, working on Elite: Special Forces.
http://www.indiedb.com/games/elite-special-forces
User avatar AndreasRSG
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Re: Elite - Special Forces

Postby AndreasRSG » 01.06.2013, 21:08

Website and Forum to be up this or next week. We're also hoping to show you a presentation of what exactly we've been working on... More details to come!
Art Director at RealisticGameStudios, working on Elite: Special Forces.
http://www.indiedb.com/games/elite-special-forces
User avatar AndreasRSG
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Re: Elite - Special Forces

Postby AndreasRSG » 04.06.2013, 06:59

Have edited OP with new contact e-mail (contact@realisticgamestudios.com). We're also working very hard on getting our forum and website up. Thanks!
Art Director at RealisticGameStudios, working on Elite: Special Forces.
http://www.indiedb.com/games/elite-special-forces
User avatar batty251
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Re: Elite: Special Forces

Postby batty251 » 07.06.2013, 21:51

are you planning on putting any screen shots of in game or characters or levels or something because all we have atm are assets not a game
User avatar AndreasRSG
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Re: Elite: Special Forces

Postby AndreasRSG » 08.06.2013, 08:38

batty251 wrote:are you planning on putting any screen shots of in game or characters or levels or something because all we have atm are assets not a game

Games are a huge undertaking, and you can't just post screenshots. We will soon post screenshots of weapons and hopefully characters. Level work hasn't began yet as well, as we need to do game-play testing, to get a feeling for how the maps should be.

We're planning to do something special in form of a video (I have said too much already)...
Art Director at RealisticGameStudios, working on Elite: Special Forces.
http://www.indiedb.com/games/elite-special-forces
User avatar Duallabs
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Re: Elite: Special Forces

Postby Duallabs » 09.06.2013, 18:11

Just a suggestion:

I suggest working on environment props first before you do anything. Just work on buildings, light-posts, benches, vegetation (things like that), etc. Eventually, with the amount of props you have, you'll be able to build yourself a map. Now, you'll be able to start early work on the map, while having other 3D Artists work on characters or weapons.
User avatar AndreasRSG
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Re: Elite: Special Forces

Postby AndreasRSG » 09.06.2013, 18:19

Duallabs wrote:Just a suggestion:

I suggest working on environment props first before you do anything. Just work on buildings, light-posts, benches, vegetation (things like that), etc. Eventually, with the amount of props you have, you'll be able to build yourself a map. Now, you'll be able to start early work on the map, while having other 3D Artists work on characters or weapons.


Hey Duallabs,

Thanks for your suggestion! We are actually concentrating on props and environmental assets. Because, as you said yourself, we can early have a Test map for testing assets in the engine (and later on testing code related stuff). But it is not our plan to create maps before we have done game-play tests, to find out which level styles that suits our game-play the best. We have decided to concentrate on weapons as well, using a small Weapons team for this purpose. But, most work is going into props and environmental assets.

Thanks again, much appreciated!
Art Director at RealisticGameStudios, working on Elite: Special Forces.
http://www.indiedb.com/games/elite-special-forces
User avatar AndreasRSG
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Re: Elite: Special Forces

Postby AndreasRSG » 16.06.2013, 16:30

Here's a piece of concept art, based on a MI-24... We're still working on a large media release!
Image
Last edited by AndreasRSG on 16.06.2013, 20:27, edited 1 time in total.
Art Director at RealisticGameStudios, working on Elite: Special Forces.
http://www.indiedb.com/games/elite-special-forces
User avatar antislash
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Re: Elite: Special Forces

Postby antislash » 16.06.2013, 20:19

looks more like a mil-mi24 "hind", oh wait... it IS an Mi 24 :cheesy:
riding random
::.:¨¨:.::¨::.:
User avatar AndreasRSG
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Re: Elite: Special Forces

Postby AndreasRSG » 16.06.2013, 20:28

antislash wrote:looks more like a mil-mi24 "hind", oh wait... it IS an Mi 24 :cheesy:

Yes, indeed! I apologize for my mistake.
Art Director at RealisticGameStudios, working on Elite: Special Forces.
http://www.indiedb.com/games/elite-special-forces
User avatar AndreasRSG
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Re: Elite: Special Forces

Postby AndreasRSG » 20.06.2013, 07:11

Posted an update at IndieDB:
http://www.indiedb.com/games/elite-special-forces

Hello.

Things have turned out bad this week for E: SF. Loss of man power means that progress the upcoming weeks will be a bit of slower. We apologize heavily, but as our community is our life blood, we find the need to tell you about this.

But we can still post a few screens! Though nothing too excited (the excited update with a lot of our work will come in the next update hopefully, but will be a bit slowed down due to this).

First of all, a concept of a MI-24 helicopter. This helicopter will be a Russian/Spetsnaz transport and combat helicopter. It will be able to transport 8 special Spetsnaz operators.
Image


Secondly, here's a picture of some of our in-engine bushes! We have not included variations of the bushes, only the types so you can see them instead.
Image


Last but not least, here's a model of our work base -- our Head Quarters!
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We're still looking for following roles as well, guys!

3x Hard Surface Modelers
Responsibilities:
You will be responsible for the creation of high poly vehicles (mainly focusing on cars, trucks and military oriented vehicles), weapons (modern firearms or items) or environmental assets (such as tree, bushes or grass), baking them down to low-poly, optimized in-game assets, as well as being responsible for the texturing of those.
As something else you will be responsible for creating mock-ups of Vehicles or Environmental Assets.
Lastly you will be basing your models of some of our concept art or real life reference pictures (last said is the most used).
Required:
Strong understanding of Autodesk Max or Maya.
Strong understanding of Zbrush or Mudbox.
Strong understand of the basic mapping process.
Strong understanding of UV mapping and textures.
Strong understanding of rendering (for showcasing assets).
Strong understanding of Mamorset and Ddo is a big plus.
Strong or basic understanding of CryEngine 3 is a big plus.

1x Character/Organic Modeler
Responsibilities:
You will be working in our 'Organic' team, creating different characters, based on the concept art we give you.
You will be having a close communication to our Senior Hard Surface Modeler.
Requirements:
Strong understanding of Organic Modeling.
Strong understanding of Autodesk Max or Maya.
Strong understanding of Zbrush or Mudbox.
Strong understanding of the basic mapping process.
Strong understanding of UV'ing and texturing (in either Photoshop, GIMP, or so on)
Strong understanding of rendering (for showcasing assets).
Strong/Basic understanding of Ddo or Marmorset is a plus.
Strong/Basic understanding of CryENGINE 3 is a plus.

2x Texture Artists
Responsibilities
You will consult and advise our modelers in texturing, as well as help our junior modelers with texturing assets.
You will be either UV mapping or texturing our assets.
Requirements
Strong understanding of Photoshop or any other texturing program.
Strong understanding of UV mapping.
The ability to texture assets based on either real life reference or concept art.
The ability to texture assets to a very decent quality.
Strong/Basic understanding of Ddo is a plus.
Strong/Basic understanding of CryEngine 3 texturing is required.
Art Director at RealisticGameStudios, working on Elite: Special Forces.
http://www.indiedb.com/games/elite-special-forces
User avatar AndreasRSG
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Re: Elite: Special Forces

Postby AndreasRSG » 29.06.2013, 09:56

We're also recruiting here:
viewtopic.php?f=316&t=107978&start=0

More stuff to come next month! Stay tuned.

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Art Director at RealisticGameStudios, working on Elite: Special Forces.
http://www.indiedb.com/games/elite-special-forces
User avatar ActivistMonkey
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Re: Elite: Special Forces

Postby ActivistMonkey » 17.07.2013, 01:42

Long assault rifles will bang against walls in room fight, and sub-machine guns doesn't have a very far range for long engagements


well, for being fair and trying to be..well realistic game studios the reason SMG's are used in close quarters is the high rate of fire, and the generally less penetrative power of them, rifle rounds tend to go through walls and cause friendly fire.

Players must choose 1 out of 17 special forces for each individual character, giving both CT units such as the French "GIGN" and the Russian "Spetsnaz Alfa", while also giving a military experience in units like the British "SAS" and the US "Navy Seals".


Almost an exact copy of MOH:Warfighter multiplayer? not knockin ya, wish you the best of luck, just saying.