Posts tagged with “photoshop”

BioShock Monopoly! Would you kindly collect $200 as you pass go?

Hello Fire Hose friends.

Perhaps on Halloween you stumbled across an article on Kotaku about how you, yes you, can play BioShock Monopoly for free. If you did not see it there you might have seen it on GamesRadar, GamePro, or The Escapist . There are other sites that it is appearing on as well….

As it turns out this board game was not made by a 20 something art student in Canada, as some sources are reporting, but was actually created by your’s truly.

It may be hard to believe but I like BioShock.

This is me, dressed as a Little Sister, holding onto Songbird while standing next to Delta across from Elizabeth.

Before coming to work at Fire Hose I taught at a charter school called The Renaissance School for the Arts. There I taught a class about the art of video games. We studied video games and their place in Ludology. As an assignment I asked students to create their own board game versions of video games. The board circulating around the internet was my example to them.

The board was made both for the purposes of my class and in conjunction with a challenge issued by some members of the 2K Forums.

To make the board I spent a lot of time playing BioShock. I wanted to make sure that this was not just Monopoly with art plastered over it, but an experience that would remind players of Rapture. I started by looking at how Monopoly was set up, with the least desirable properties at the start of the game board and the prized tracts of land situated at the end; I sought to mimic this.

People that look at the board will notice that the first properties are BioShock 2′s Limbo Room and Sinclair Deluxe both of which are found within Rapture’s skid row; “Pauper’s Drop.” As you travel the board the properties become more valuable based on their fictional in game location or fan popularity. Some concessions were made, (I wanted Monopoly’s Marvin Gardens to be replaced with Arcadia due to the garden theme), but for the most part the game board mimics the original as far as property values are concerned.

The railroads have been replaced by various scientific ventures. Now you can buy Fontaine Futuristics, Ryan Industries, Sinclair Solutions, or Tennenbaum’s Safehouse.

Waterworks and Electric Company have also been replaced by Raptures two favorite vending machines: Circus of Values and El Ammo Bandito.

No more Chance or Community Chest– now it is Power to the People and Swami. The sites that featured the game board on Halloween mention that there are no cards to go with these spaces….

But I beg to differ. 

The jail space features the officer splicer Ducky, and free parking sports a Bathysphere.

I may have been very thorough with my game board.

Even the money was given a BioShock treatment.

And that is how the BioShock Monopoly was made. It was made by a chick that works here at Fire Hose games.

It took me several hours to make (I would rather not admit how long) and I am very pleased to see that after being on the internet for quite some time people are still enjoying it. ^_^

**Getting back to those Swami and Power to the People cards… The cards clearly do exist and we are going to be posting them on the Fire Hose blog in the very near future!**

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Art Director Opening

This was my desktop background up until this post. Now it's space invaders.

Tired of working for a big studio that doesn’t appreciate the work that you do? Were you caught in one of the recent rounds of layoffs? Do you know you could be a terrific leader given the chance? Do you want to join the indie revolution and make awesome games that are a ton of fun and not just some run-of-the-mill shooter?

Then apply to us! We’ve got an opening for an art director and we want to get a new superstar to join our team. Want the details? HERE THEY ARE MY FRIEND.

We’re looking for an artist with 3+ years of experience making console video games, specifically with the PS3 and/or Xbox 360. Strong proficiency with 3DS Max, Photoshop, and Illustrator required (bonus if you know Maya, After Effects, and of course MS Paint). Animation, 3D modeling, and character skills should be exceptional. We would prefer if you’re also great at environmental work and 2D illustrating/concepting, but the 3D stuff is more important. Moreover we need someone who can manage a small 2-3 person art team and make sure that everyone is producing shipping quality assets and working efficiently.

Compensation and Benefits

- Competitive start up wages
- Super generous stock options – you’re getting in on the ground floor of an up and coming studio
- Kickass health care
- 3-4 weeks vacation time, and sick time on top of that
- We only work ~45 hours/week. Really! You can have a life outside of work!
- An environment where you’re part of a small team and get to make real design and creative decisions. You’ll no longer be a cog in the machine!
- Lots of yummy food, snacks, and drinks in the office

To apply, please send your resume and portfolio to jobs [at] firehosegames dot com.

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We’re looking for an Artist!

Man, I would totally do the art myself if I had the time. I'm super pro at using MS Paint, I've even been known to break out GIMP on occasion. WHAT NOW, ADOBE?

Our game is really coming along, and it looks like we might want some extra help getting our game looking amazing. So we’re putting out a call for an artist to help us out! The description is below, or you can check out the jobs page. If you happen to know refer an artist looking to us and we hire him/her we’ll hit you up with a finders fee (read: lotsa thank you beer + food).

Ideal candidates should be based in Boston or willing to move here, and should be super psyched at the prospect of working at an awesome new indie start up. Hopefully we’ll hear from some of our readers!

Job Opening – Artist: We are looking for a freelance or contract artist with preferably 3+ years of experience making video games. Generalist skills required, must have strong 2D and 3D background and the ability to create both compelling environments and characters. Proficiency in 3DS Max, Photoshop, and Illustrator required. Extensive video game knowledge a big plus, as is any previouis game design experience. We’re looking for a good collaborator who can work in an established style and also expand upon it, and is able to take feedback and give it. If there is a good fit the work could turn into a permanent position.

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