As Perdition's Mouth: Abyssal Rift (PM:AR) has reached the first backers and will reach the rest in a short while, it's time for our team to look ahead. I hope you didn't assume that we'll stop here – Perdition's Mouth was originally conceived as a trilogy with and you've seen just the first part, with two side stories.
Always keep in mind that PM:AR was intended to be a base box in more than one way. We worked an extra year to streamline it. To cut the fancy extras, which could have been oh-so-nice, but would have added complexity to a ruleset which is introducing more than its usual share of new material for dungeon crawlers to digest.
We can now safely assume that players of Perdition’s Mouth: Soul Spire (PM:SS) are adapted to OUR way of dungeon crawling. They've played PM:AR (and hopefully completed it without killing every Hero). We're adding a pinch of diversity to every part, but most of all, the scenario format will be much deeper and even more engaging.
So, essentially PM:SS is an advanced version of PM for advanced players. It couldn't exist without first leveling up the players.
Our team has always been multinational. We've had people from five continents, at least ten countries and even more cultures. We like direct communication. I, especially, am not too gifted with chit-chat, yet I seem to attract other blunt people around me... but we work as a very close-knit team utilizing our diverse talents for our common, constructive and creative goals.
We love diversity, opinions, wild ideas, selfless sacrifices and crazy drives to make the best possible board games for others to enjoy, but in the end this type of project only works with rather self-motivated persons who can find compromises and want to work in a team. If you feel that you're good match, we'd love hear from you.
What's in it for me?
We would like to be as powerful as Hasbro, so that we could promise you steady monthly income or market price payment for your time and skills, but we're not there yet. You won’t be working just to add stuff to you CV however. Our team members are given credits to spend on our products, we do pay direct pre-agreed expenses and we sure credit every member on their achievements. Long-time committed members can opt to buy a share of the company at a token value. And should our future Kickstarters be even more successful than previous ones, we'll spend a pre-agreed percentage of whatever we get over direct production costs to pay our team members. You also get to form the games more to your liking. We have merged a lot of input from virtually every member of team. And best of all, you get to work with a team that already has a track record in running successful Kickstarters and getting a product in the hands of backers and players. Maybe in the future you can use this circle of talented individuals to bring your own board gaming related dreams into reality.
Talents we seek
As you've seen from the existing material, we already have a nice set of talents for many tasks, but typically the more the merrier, so even if your talents wouldn't fit the exact set we're specifically seeking for, but you'd like to contribute, DO contact us. We'll promise to discuss the situation through with each applicant.
Please find the tasks we have in mind below:
* Texture/shader artist: We'd like to make “skins” for our 3D models, so that we'd be able to show the nice 3D models in painted form from any angle. This would be very helpful for anyone interested in miniature details and/or painting.
* InDesign rulebook editor: We have translations as word documents or similar, yet the rulebook is an InDesign file. This work is mostly manual cut & pasting, but does require precision and ability to directly work with the translation team and innate knowledge of InDesign.
* Additional webmaster: We have a pair of talented webmasters, but they already have rather a lot to do and as one of these webmasters is our CEO, Jalmari Ruokojärvi, who is also a key person in actual game development, we'd love to free some of Jalmari’s hours to other tasks.
* Game testers: With PM:AR we were blessed with a few very, very pedantic game testers who found so many things to improve that we can't assume being able to live with similar service with PM:SS, either. It should be kept in mind that game testing with a physical game might require a bit of tinkering, but we do aim to provide a digital testing platform (where you definitely can help).
* Content editors: We have rather good “fluff generators”, but the text always seems to benefit from proper editing. And with scenarios and such game related material we've seen that we won't spot every nuance, no matter what. We trust that content editors will help with that. Much of the content will be LaTeX based, so a passing knowledge of LaTeX would be beneficial.
* Social networking experts: Our current team feels that there's still much that we could do. We have very little presence outside of BGG and we believe that this ought to be corrected. Do you know how to help us here?
* Project editor: It's not only the game itself that takes editing. It's also the team communication with our partners. We've learned our lesson and would prefer to have a native English speaker with previous experience in creating & maintaining instructions and communicating project news to the eager audience (that would be you).
And last, but not least, we'd love to have a few game demonstrators in varying conventions. We're a small company, even if our team is, in fact, not so small. Yet, it's very hard to find time, money and possibility to participate in varying conventions and demonstrate the game(s). Wouldn't you like to wear the blazing blue Arctic Union T-shirt with your name on the back and show PM to your fellow gamers? If so, let us know and we'll help you with that (and arrange demo sets for you).
In all of these tasks, we assume that the most important aspects are still willingness to learn, contribute and live with sometimes unorthodox ideas. If we always would have listened to the “old gurus” there would be no PM:AR, as things like a rondel mechanic in a dungeon crawler were laughed at on more than one occasion...
If you're interested, please send a description of yourself and some information where you'd see yourself best contributing to PMSS@perditionsmouth.com.
- Timo, Thomas & Ruymán
- Last edited Thu Dec 29, 2016 1:20 pm (Total Number of Edits: 1)
- Posted Fri Nov 11, 2016 7:50 am
Now that most of your PM:AR boxes are (finally) shipped and many actually have reached destinations, we'd like to point out that there are still ample of opportunities to help.
We'd love to have a few additional members for PM:SS team to be able to bring it for everyone in timely fashion and in quality level you've learned to like.