I am pretty good at creating the conceptual models of imaginary worlds (the mythopia), and at creating solid 3d models of inorganic objects. (Tables, chairs, vehicles, etc.) I also make pixel art. (I made my avatar in mspaint.) I am not a professional software developer, but can read source code and tell you what it is doing, and can easily pass the fizzbuzz test. I don't want to be a programmer. It gives me ulcers. Just that for me, computers are logical machines and not magic boxes. I am somewhat good at troubleshooting and beta-testing, and know how to file a proper bug report. I am not a texture artist, and would need to work with someone who is if I did 3d solids for a project. It takes a lot of time, but I can do sprite work on my own. I work best with an itinerary of items to make, and some concept data.
I am currently occupationally involved creating maufacturing programs for cnc machines, as well as creating industrial blueprints. I have many years of experience working with NURBS based solid objects and creating industrial blueprints.
I am leery of joining a team, as such endeavors usually consist of starry eyed kids of one sort or another, without a clear and consistent itinerary or goal structure. I work best with small, achievable, and well defined goals, with sensible deadlines. I am discouraged by poorly defined, and nebulous goals or objectives, and completely put off by indecisive leadership. Most community created projects are not well conceived when a team is formed, leading to considerable amounts of wasted effort, false starts, and overall developer hell.
Before even contemplating joining a team, I would need assurances that this was not the case.
I don't consider myself a rockstar. I currently make things for personal pleasure only. I don't mind making things for others, but prefer to make things that are wanted or useful, with emphasis on specific items. Eg, if you ask me for a multi-solid NURBS assembly of an AK-47 with a tactical night vision scope, I will ask you for a specific make/model for the scope, and ask that you specify what kind of stock. I would then make you as faithful a model of that firearm as I am capable of. (Even if that means getting out calipers.)
I would look at you crossly if you told me to "go make me some cool guns or something.", however. "Guns" is a very large set of objects, and "cool looking" is subjective. Unlike many artists, I try to make objects that are at least theoretically functional. I am occupationally involved in engineering, and it shows. Eg, if I were to attempt to design a laser pistol, I probably wouldn't make a buck rodger's special. I'd look up what kind of energy emittance would be needed to make an effective laser pistol, calculate the thermal entropy it would generate, and begin design from there, selecting materials and subsystem designs to match the intended goal. Flashy startrek props are not my thing. Systems that could theoretically be built are. It's why I insist on specific items, and not nebulous concepts. (I take the same painstaking care when developing world mythos as well. I don't leave dangling plot pieces if I can avoid it. This means many days of doing nothing else but thinking about the story I have been presented with, asking "why", until all the answers are known. Even if the game never encompasses 3/4 of that information, I still use it to shape the worlds I create, because it is necessary to keep it self consistent and as free from retcons as possible.)
This is what really put me off from doing work for OpenGameArt.org. programmers had an idea for what they wanted the game to do mechanically (it's an FPS! Or, "it's a turn based strategy game!), but often hadn't even the slightest clue about art assets they wanted (ok, it's a shooter-- what's the setting? What kinds of assets do you want? What's the game's mood?), story requirements for their game's plot (who/what are we shooting and why?), or even what kind of person their protagonist was (is he heroic? Is he a douche? A madman? who and what is he? Is he a she?? Etc.), even if asked. I simply can't work under those conditions, since I can't read minds. I'd make assets for you all day long, if I knew what you wanted, and when you wanted it by, but it has to be specific.
I apologize for sounding like a total dillweed, but I have worked with such "teams" making mods before, where the "project lead" was basically incompetent, and I would need assurances that this wouldn't be the case before really earnestly trying to join any such team. Moving the goalpost mid project is not something I am willing to deal with ever again.