Zoltan wrote:Hi guys
Got a few questions about the concept batches, here they are:
1. Just being curious, are you guys considering getting models suiting batch 1 even if it`s "batch 2 time" already?
It`s close to batch 1 "deadline" and I only heard of this yesterday, but I would love to make more than just one model out of those batch 1 concepts, but it`s very unlikely that I can do more than 1 till Wednesday u see :/
Yes, we are still going to be accepting submissions from batch one after the deadline. But there are advantages to getting it in on time. Will elaborate more on that later. I was just writing Gizmo about this and said:
The deadline is a bit short I agree, I expect to extend the next round to double the time available. We didn't know what level of participation to expect right out of the gate, and so with this first round closing we will be making a few adjustments to our formula.
Know that, if the deadline passes, you can still submit your prop. The deadline is there for a few reasons. We wanted to keep the prop list turning over pretty quickly mostly. It does not designate a closing gate on submission.
Zoltan wrote:
2. How many Batches should we expect?
This depends on you, the community. Obviously if participation falls off completely, it wouldn't make much sense for us to keep posting requests. That being said, this is a full production, and we have a great many needs. The type of requests will change over time as we branch out into other areas of the game's production. So keep them coming in and we will keep asking for them
Zoltan wrote:
3. Will there be any character work later on or you guys only looking into getting environment models?
Cheers
Z
Just commented on this, good question...
d-Koy wrote:Torch wrote:Hey all, I was hoping to find out if there will be any characters/character assets that may be put forward for the game, or if the developers will be asking for character contributions later, unless its strictly environment/prop work? Thanks

There has been discussion about expanding this effort into character work, though this does present some special challenges.
Character work is so unique from game to game, and is often very much responsible for defining the unique qualities of a game. If we contract thorough Unity Store for assets like these and then those assets are effectively immediately available to the public for purchase, we would lose a fair bit of control over our IP. There are also issues of bone setups and animations, how it would integrate into our systems, etc.
That said, there are certainly some aspects of character work that might lend itself to this kind of sourcing, so stay tuned and we will see where this goes.