-
Phase 1: Negotiations to Pre-Battle
- Jedi Units
- Sith Units
Phase 1: Negotiations to Pre-Battle
We’re looking for a 3D Artist/Environment Modeler to help finish the remaining tracks for our high-speed racing title. Each track has specific assets or optimizations left—see details below.
Track | Status | Tasks Remaining |
---|---|---|
Santiago | [Status] | - [ ] Model background roads - [ ] Model bridges |
CM | [Status] | - [ ] Remap reference data onto existing geometry- [ ] UV unwrap & clean topology |
By AsteRisk — May 13th 2025
(New Team Members: Christian
, Reimon
, and Bleedous
Joined Collaboration)
Organized and phased integration plan for the Modular AGV3 System, GitHub setup, Niagara FX + MetaSounds System, Phase 2 advanced system development, server testing, and map/environment development.
Every section is assigned directly to team members with a clear expected timeline.
This ensures modularity, scalability, and efficient collaboration.
[Intro: Host and Guest on a comfy, slightly smoky set, drinks in hand]
Host: What’s up, Crossfade Nation? We’re your gloriously crossfaded time-travel guides, crushing 748 years of British shenanigans into one epic episode. I’m your host, and this soot-smudged genius next to me is—
Guest: Your designated co-pilot on this booze-fueled history rollercoaster. Cheers!
🎮 Creator Growth Proposal – Learn, Build, Earn
We're building a system for creators to learn hands-on, contribute to real games and tools using Blender, Maya, and UE5.5 (UEFN- GASP 5.5 ready) – and get paid as they grow.
This isn’t just another gig setup. While not all work is paid, we offer payment for critical contributions based on task complexity, and host bimonthly challenge events with rewards and rankings. 🧠💰
This document outlines a brutal, realistic plan to evolve from a solid project foundation to a full-fledged AAA experience. It emphasizes the importance of building core functionality first, rigorous testing, smart marketing, and disciplined scaling. The plan is designed to push passionate indie developers to learn, iterate, and grow without taking shortcuts.
An innovative game framework prototype featuring live debug panels, dynamic controls, and a modular level editor system. Built for flexibility and scalability, it’s ready to evolve—from a minigame to a full sequel of "Dead Overhead" or an entirely new community-driven project. (this will be decided once more people see it and give feedback.