TEAM
Our team officially came together back in July of 2009, founded by Duke and Abisso. Duke has since had to step down, leaving Abisso to head the project. Over the course of the game’s development, we have had the help of many of temporary team members; and we’re always looking for more talent! We’re especially interested in finding a lead spriter. Please visit the forum if you’re interested in volunteering your skills.
As for us…
ABISSO: Project Founder – Scripting, Touch-ups, Creative Input
Abisso’s primary task is programming, though he’s also fallen into the role of project manager. The game has made a jack-of-all-trades of him (sometimes against his will), pulling him into everything from puzzles to dialogue, plot to GUI. In particular, the "spell-casting" interface is his design, which usurped an earlier version that had been too similar to (and more complicated than) the Distaff system in LOOM.
SELMIAK: Webdesigner – Forge Logo, Creative Input
Technically Selmiak is the web-master/designer, but he has become much more than that over the course of the project. He’s helped with various aspects of the game, offering valuable suggestions and even some sprites.
Outsourced artists and previous members:
DUKE: Project Founder – Story, Design
Duke is our resident LOOM fanatic and this project’s co-founder. Without his impetus, our efforts wouldn’t have begun; and the world would have been doomed to the cartoon cutout that was LOOM2. *shudders* His creative vision and drive inspired our team members, temporary and permanent alike, and allowed us to channel each person’s abilities. While he’s no longer officially on the team, we will always owe him a debt of gratitude for his work and leadership.
ARGYLE: Lead Artist - Sprites, Animations
Argyle is a master of smooth animations and a very good spriter, with an eye for detail. He's been a team member for more than a year, hugely contributing to the game (for free) and to the morale, since he's a really funny guy as well.
Jamison Alderson: Music Composer
Despite being undoubtedly a really professional composer, Jamison is also a down-to-earth guy. Working with him is especially easy and relaxing, because he grasps requests instantly and is quick to provide songs' prototypes that usually only need minor adjustments to be game-ready. He's been with us since the beginning, always working for free and it's one of the keystones of the project.
MATT WALKDEN: Background Artist
Matt is an awesome bg artist, capable of matching the old pixel-style perfectly; so skilled Duke decided it was worth paying to have his art. Although he's just an outsourced artist, Forge wouldn't look so good without him.
Please click here for a list of previous contributors, whose help will always be appreciated.
So, you want to join the Team?
As you can see our team is small and lacks people in some crucial fields of expertise. All this time we've been outsourcing requests and although this worked out quite well, it's really time-consuming and makes it impossible to build solid relationships. Having dozens of different people working on a same aspect of the game requires a high level of organization and coordination but it still results in a less coherent final product.
For this reason, we strongly hope to find dedicated and stable people to join the team permanently. You have to believe in the project and in its freeware-ness, of course, but you should be aware that our plan is to work also on commercial products in the near future.
Forge and Fold will always be FREEWARE, though.
We're currently looking for (sorted by urgency):
If you believe you can be of assistance in any other way though, don't hesitate to post a topic in the General Support sub-board. Better safe then sorry!
As for us…
ABISSO: Project Founder – Scripting, Touch-ups, Creative Input
Abisso’s primary task is programming, though he’s also fallen into the role of project manager. The game has made a jack-of-all-trades of him (sometimes against his will), pulling him into everything from puzzles to dialogue, plot to GUI. In particular, the "spell-casting" interface is his design, which usurped an earlier version that had been too similar to (and more complicated than) the Distaff system in LOOM.
SELMIAK: Webdesigner – Forge Logo, Creative Input
Technically Selmiak is the web-master/designer, but he has become much more than that over the course of the project. He’s helped with various aspects of the game, offering valuable suggestions and even some sprites.
Outsourced artists and previous members:
DUKE: Project Founder – Story, Design
Duke is our resident LOOM fanatic and this project’s co-founder. Without his impetus, our efforts wouldn’t have begun; and the world would have been doomed to the cartoon cutout that was LOOM2. *shudders* His creative vision and drive inspired our team members, temporary and permanent alike, and allowed us to channel each person’s abilities. While he’s no longer officially on the team, we will always owe him a debt of gratitude for his work and leadership.
ARGYLE: Lead Artist - Sprites, Animations
Argyle is a master of smooth animations and a very good spriter, with an eye for detail. He's been a team member for more than a year, hugely contributing to the game (for free) and to the morale, since he's a really funny guy as well.
Jamison Alderson: Music Composer
Despite being undoubtedly a really professional composer, Jamison is also a down-to-earth guy. Working with him is especially easy and relaxing, because he grasps requests instantly and is quick to provide songs' prototypes that usually only need minor adjustments to be game-ready. He's been with us since the beginning, always working for free and it's one of the keystones of the project.
MATT WALKDEN: Background Artist
Matt is an awesome bg artist, capable of matching the old pixel-style perfectly; so skilled Duke decided it was worth paying to have his art. Although he's just an outsourced artist, Forge wouldn't look so good without him.
Please click here for a list of previous contributors, whose help will always be appreciated.
So, you want to join the Team?
As you can see our team is small and lacks people in some crucial fields of expertise. All this time we've been outsourcing requests and although this worked out quite well, it's really time-consuming and makes it impossible to build solid relationships. Having dozens of different people working on a same aspect of the game requires a high level of organization and coordination but it still results in a less coherent final product.
For this reason, we strongly hope to find dedicated and stable people to join the team permanently. You have to believe in the project and in its freeware-ness, of course, but you should be aware that our plan is to work also on commercial products in the near future.
Forge and Fold will always be FREEWARE, though.
We're currently looking for (sorted by urgency):
- Pixel-artists (click to post on our Forums' appropriate sub-board)
- Pixel-animators (click to post on our Forums' appropriate sub-board)
- SFX / audio-engineers (click to post on our Forums' appropriate sub-board)
- Public relations publicists / journalists (click to post on our Forums' appropriate sub-board)
- Video-makers (click to post on our Forums' appropriate sub-board)
If you believe you can be of assistance in any other way though, don't hesitate to post a topic in the General Support sub-board. Better safe then sorry!