[Job] I need a Unity dev for a Virtual Foosball game!

edited in Jobs
Hi all,

I urgently need someone to help with a multiplayer 3D Foosball game we're busy making for a client activation. It's going to be fun! I've got in-house design, 3D modelling and audio sorted. What I need is an experienced Unity3D developer who can turn this around quickly (max 3 weeks). This is for people with time to take on freelance work, obviously.

Just to clarify - this is a single screen game intended for use at an event. None of the usual polish for a commercial/public release will be necessary, and some of the more complex stuff in terms of integration with our multiplayer controller system will be handled by our in-house lead developer. So your role will really be to get the basics of game itself working - physics for spinning foosball players, a soccer ball and triggering goals, some UI stuff on screen (player names, scores) that sort of thing. As technical director of the project, I can assure you that we will keep the scope reasonable.

Please get in touch with me if you're interested - either here or directly via stephen@mannmademedia.com

If you're curious about Mann Made Media Interactive Design and what kinds of cool stuff we do, check out http://www.mannmademedia.com/services/interactive

Thanks!
Stephen
Thanked by 1LexAquillia

Comments

  • anselan said:
    max 3 weeks
    0_o

    Thanked by 3Chippit Tuism mattbenic
  • Scared? Don't be. The thing has one view (top down) and involves kicking balls into goals. That's it.
  • I'm sorry, but combing "physics, networking, UI, web leaderboards, controls, and smartphones" into a single pitch does not a simple project make.

    That right there is why I don't deal with ZA agencies any more :)
    Thanked by 3Tuism mattbenic garethf
  • edited
    @AngryMoose is probably the single most experienced game programmer in this country, and I happen to know he tends to be bullish on his estimates. If he finds your schedule unrealistic, you really should take it seriously.

    Thanked by 2Tuism garethf
  • edited
    I hate it that "the world" (agencies) seem to think that when game devs give timings or talk about timings being unrealistic, they're always being naysayers and being negative.

    That perception is not healthy.

    Game devs just want to make the right thing, with good polish, attention to detail, creating an enjoyable experience. That's what a game is after all, an enjoyable experience. And those take time. If a logo and tagline and a bunch of words can take months, a polished interactive experience should be allowed to take at the very least that amount of time.

    /rant
    Thanked by 1AngryMoose
  • anselan said:
    max 3 weeks
    0_o

    You can't even test a public release properly in 3 week. Guys, really ...

  • edited
    Hmm. I feel like anyone who agrees to do this in 3 weeks and doesn't charge an arm and a leg (because they have a team that splits up the workload) is probably not going to be able to do what you want done.

    Might be an idea to post your graphics and/or mockups. Plus I don't think calling probably the single most experienced person in the country in terms of game project scope "scared" is a valuable thing to do ;)

    -edit- Hah, everyone said the same thing!
  • I've got about 7 years professional game development, myself. Far less than the moose. And....

    ...yeah, what he said.
  • Wow, OK, I'm a developer for myself and manage a team of developers, and we get stuff made in that time or less. Games and installations. Some projects take months. All depends on the complexity.

    If you feel negative about it, no worries for me. No need to apply.

    Keep in mind that this is not a game for public release. It is a single platform, it will work on hardware we spec ourselves, and it literally only needs to work for the event that it's being made for.
  • Guys, uh, calm down a little? It is silly to say that a game "can't be made in 3 weeks". It depends on the game, right? Games regularly get made for Game Jams in 48 hours.

    Anyone who is interested I will give more detail, obviously. And we'll ensure that the scope is reasonable.
    Thanked by 1Bensonance
  • Guys, Stephen is one of the best technical producers I have worked with. I worked on a another project with them, and was impressed with the planning, project management and way they integrate art and manage assets. Barring unforeseen technical problems and provided you are competent, I would not be scared.
    Thanked by 1Bensonance
  • Hey guys

    I am the lead developer on this project :)

    Like Herman said Stephen knows his stuff otherwise I would not be working here. The scope is reasonable for the spec required. There is one screen and this is for an event so you don't need the usual polish like with regular games.

    The
    networking, UI web leaderboard, controls and smartphone
    will be done as well as all the assets needed.
    Thanked by 2Tuism Bensonance
  • Can I recommend that you guys then update your original post to more accurately clarify the scope of the project? A lot of devs would be (understandably) cautious about a project pitch that uses the words 'multiplayer' and '3 weeks' in the same paragraph. Sounds like a bit of better wording in that regard would clear up a lot of the suspicion!
  • Yeah, OK, I'll edit it to make it a little more clear. I understand some people may have been burned in the past!
    Thanked by 2Rigormortis garethf
  • anslen said:
    If you're curious about Mann Made Media Interactive Design and what kinds of cool stuff we do, check out http://www.mannmademedia.com/services/interactive
    Some interesting stuff there :)
  • edited
    I don't understand why you need someone for this. Surely if you have the networking side done, which is the hardest part when making a physics based multiplayer game, then your devs should be able to put it together in no time at all. Not being negative. Just curious. Is it just a man power issue?
  • Not throwing my hat in the ring, because I'm committed to other projects, but yeah 3 weeks seems like a fairly standard turnaround time for an agency project. Agency crunch on these kinds of project is fairly common, but from the sounds of it does seem achievable.

    The interesting thing for me here is the value proposition difference between your average agency made game and game made for commercial release over months or years. Not necessarily a criticism of the original post but does speak volumes about why I'm trying my best to move away from agency work.
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