[WANTED] 2D Animator/Illustrator

Posts: 3
Joined: 2011.12
Post: #1
Team name:
Just Joe

Project name:
Children's interactive books for mobile (iOS/Android)

Brief description:
Creating interactive books based on popular older stories that are now free of copyright (e.g. H.C. Anderson's works, Emperor's New Clothes, Wizard of Oz, etc...)

For a comparative work what type of app I am developing have a look at Alice for iOS. This is more edu-tainment than game.

Target aim:
Will be released for mobile platforms, currently targeting iOS & Android.

Profit share

Proprietary cross platform 2D engine that I have already built. The engine I have is able to target Android/iOS/PC/Mac/WebOS.

Talent needed:
2D illustrator/animator

Team structure:
Project Lead/Programmer - Me (15 years professional software development experience; developer on more than 10 titles; 1st iOS title will release in January 2012)

Sound - Filled

2D illustrator/animator - Needed


Previous Work by Team:
I have personally worked on more than 10 game titles may of which many were actually profitable games.

You can view some of my work here.

Additional Info:
I am a one man shop with a day job. I work consistently and reliably on these projects in my off hours (nights & weekends). Unfortunately I can't offer cash payment as I am not some business making a profit on this; I do believe in advertising and I pay for ads out of my pocket. I make myself available by phone/email/chat to anyone I team up with as well as in person if geographically feasible.

I have built my own 2D game engine that is still a work in progress; but I have one game built on it already that is currently in the play testing phase for iPhone. There are lots of great engines out there people can choose from (Unity/Cocos2D/Corona/Sparrow/etc...); I chose to role my own because I have done so in the past so I'm comfortable with it, I like understanding my entire code base inside and out, I like having the flexibility of easily modifying core engine components when I run into a hitch, and I wanted to keep costs down while keeping platform porting needs to a minimum.
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