Post Scriptum: The Bloody Seventh

[video]Post Scriptum : The Bloody Seventh - Reveal Trailer 2016 - YouTube

Official Website : http://postscriptumgame.com/
Facebook : Post Scriptum

What is Post Scriptum?

Post Scriptum is a WW2 modification for the acclaimed tactical shooter SQUAD. Players will relive the events of ‘Operation Market Garden’ across the fields and towns of Holland. This massive Allied assault consisted of a coordination of the British and American Airborne to capture key bridges while the British XXX Corps moved to reinforce them through Highway 69. However, consecutive delays in consolidating ground from the north of Belgium through Nijmegen forced the 1st British Airborne Division in Arnhem to make a stand much longer than anticipated. With no successful link between the XXX Corps and the Airborne in sight, the seventh and final bridge in Arnhem was considered lost.

‘The Bloody Seventh’ is our name for the initial focus of the project as we feel it succinctly details the struggle that the British paratroopers had to endure while waiting for their army counterpart to establish a link through the Lower Rhine.

Players will be given the option to fight with the British Airborne Division, British XXX Corps or several branches of the German Army, such as the Wehrmacht or the Waffen SS. It’s a rare opportunity to experience the intense battlefield that was the Battle of Arnhem, which stretched across farms, woods, villages and city areas. Each area is being accurately recreated from archival references that range from street level to aerial images. Whether you’re jumping out of a plane, resupplying friendlies or operating a tank you will find multiple reasons to drop back into the battlefield in this grand scaled representation of a WW2 setting never explored in a large multiplayer environment.

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Who are we?

Periscope Games is a development group that came to exist from the merging between PR:WW2 (an add-on crew from the Battlefield 2 mod Project Reality) and La Voie de La Liberté (a modding team from SQUAD). The project started in the beginning of March (of 2016) with common goals in terms of structure, recruitment and production by the respective lead developers. The team ranges from members with vast experience (with backgrounds such as Project Reality, Traction Wars, Day of Infamy, Invasion 1944 and even Hitman) to SQUAD modders that have extraordinary potential.

We are always looking into adding talented members to our ranks. We believe in a balanced representation in numbers across different departments to keep the current steady pace of development. This is a good opportunity for those with a professional background to add a solid project to their portfolios and skilled modders/graduated students to tune their skills in a great working environment.

If you’re interested please check out our Recruitment tab here : http://postscriptumgame.com/recruitment to check available jobs within the team.

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What is our concept and goals?

Post Scriptum takes the common element of longing that is often expressed in the letters of soldiers to bring a more down to earth and intimate perspective of their existence. The concept takes a strong view of the men behind the uniforms rather than glorifying or creating a subliminal sense of empathy that it’s more often related to ideologies than the very nature of Man. This path will be ever present not only in our promotional ads but also in-game. We have a few ideas in mind to integrate immersive elements, traditionally reserved for single player, that will enhance the overall experience (while avoiding detrimental changes to the multiplayer gameplay).

Periscope Games long term ideas for Post Scriptum include more than just a detailed WW2 setting for SQUAD. There are unique gameplay features, map layers and gamemodes in the roadmap that will be implemented (and revealed) in due time. We aim to please players that want a multitude of gameplay options along with those who wish to relive the Battle of Arnhem in a historically accurate setting. We’re taking cautious steps through development ensuring we do not bite off more than we can chew. For these reasons and others stated above we will continue to work hard to bring you a great WW2 tactical experience and hopefully earn the merit to launch our project to higher grounds.

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F.A.Q.

Do you have a release date?

As usual, ‘it’s ready when it’s ready’.

How and where are you going to release?

We will reveal such details in due time.

Are you going to release your content for the modding community?

In the current state, as a modding project, most likely not.

Is Arnhem going to be the only place you will cover in the campaign?

No. It’s in our plans to go beyond that but ‘The Bloody Seventh’ alone will be quite a monumental task.

Will we be able to play with vehicles in the first release?

It’s preferable not make promises of that sort while so early in development.

Why aren’t you working with other WW2 mods in SQUAD?

PR:WW2 initiated talks with WW2 mods in the beginning of February. The proposition would be for each lead developer to have an equal share of decision making within the project. Eventually only ‘La Voie de La Liberté’ agreed with those terms as well as sharing equal views in structure, planning and team management.

Are you going to lean towards the Allies in your visual concept?

We have a neutral stance regarding both factions. We will balance our promotional campaign between one and another throughout our development. The only one sided leaning element might be baseline with its ‘bloody’ British cursing but that was purposely named to have a double meaning as both sides never had full control of Arnhem’s road bridge.

Will you censor Nazi symbols?

It’s not in our plans to do so. We believe that every single historical element should be captured regardless of its significance. However, we can’t ignore country laws in which such symbols are not allowed. For that reason we’re planning to make a censored version for players that live in countries where Nazi symbolism it’s outlawed. However, our execution of this censored version hinges on many factors, some of which may be out of our control.

If you’re interested in participating in our project please either PM me or send an e-mail to recruitment(a)postscriptumgame.com

Post Scriptum is at the moment looking for candidates in the following roles:


Blueprint Coder

Responsibilities:

Follow the directions given by our Project Lead to bring in the game some new features
Meet production schedules and deadlines
Multitask effectively, prioritize competing demands and follow through on details

Qualifications:

Good or Expert knowledge of Unreal Engine 4
Previous experience required for this position, provide a link to a reel
Demonstrated ability to work self-directed when necessary
Eager to learn from others and active in communication skills on our Discord server

Animator

Responsibilities:

Work closely with our military advisor to bring accurate animations
Follow the directions given by our Lead Animator to maintain consistency
Meet production schedules and deadlines
Multitask effectively, prioritize competing demands and follow through on details

Qualifications:

Basic knowledge of 3dsMax and Character studio
Basic knowledge of Unreal Engine 4 or any other similar engine is a plus
Demonstrated ability to work self-directed when necessary
Eager to learn from other and actively vocal in our Discord server

Voice Actor

Responsibilities:

Follow the directions given by the Project Leads
Meet production schedules and deadlines

Qualifications:

Native german speaker
Owner of a charismatic voice
Must have good diction and be able to read the lines eloquently

Very guude presentation. The art, the logo, the text and the FAQ that all fits perfectly together.
And the Content its self is very attractive too. Ofc not mindblowing but clearly has reached what we call quality standart.

Im German myself and it is my first Objective to know every single developer in Germany. Where are you guys located?

Thank you for the compliments. Appreciated. :slight_smile:

The team is formed by members that come from Europe and North America. The lead devs (in which I’ll include myself) are portuguese and french. We do have 2 german developers in the team though. :wink: