So you're saying that you're willing to contribute models to games, as long as they give you credit? Sound like a good deal to me! ^_^
If you're interested, my "company", awkward-games has been looking for a good 3D or 2D artist for quite some time. Here's a basic description of our game:
Code:
Worlds at War is Awkward Games largest project. Worlds at War is currently in development. The main idea for the game is to combine class RTS gameplay with FPS action. The game is heavily multiplayer, although we will be releasing a single-player campaign, probably before the multiplayer part of the game. Players can play over a local network, and later we plan to add support for internet play.
Players will join a game and be divided into two or more teams. Regardless of how many people are playing, one person on each team will become the RTS commander. This person is in charge of gathering resources, making buildings, creating units, and other strategic things; this includes commanding the army he builds, with the exception of FPS players, which is explained next. RTS commander will have an overhead-style view, like most RTS games.
FPS people will be distributed between the remaining teams. Let's say we have ten people playing the game, and two teams. This means that there are eight people to be distributed among the two teams, since two people are the RTS people (one for each team). FPS players don't have to be evenly distributed between games, although we figure they normally will be, unless perhaps there is a significant difference in skill level between the players.
FPS players control units in a FPS or third-person style view (the view is changeable). FPS is generally used for units with mostly ranged weapons, while the third-person view is mainly for melee units as well as machine/heavy or very large units as well as air. FPS players start out in an overhead view like the RTS guy. When units start becoming available (the RTS commander produces them from a building), a FPS player may click on a unit to take control of that unit. Players may back out of controlling a unit at any time; this is to avoid people killing their units in order to gain control of a new unit, which would undoubtedly anger the RTS guy XD
Units not being controlled by FPS players are still controlled by the RTS player, just like a normal RTS game.
If you're interested, we'd love to have you
-wyrmmage
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Worlds at War (Current Project) -
http://www.awkward-games.com
Ganadu'r, The Eternal Sage (Other Current Project) -
http://rpg.naget.com
Programming tutorials and web-design services:
http://www.wyrmmage.com