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Geek Culture / Forming a Game Team

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Brih
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Posted: 15th Feb 2007 05:43
Since there is no forum for forming a team I guess this goes into off topic. It this breaks some rule somewhere then they are silly rules for a game development site.

For many years a plan has brewing, evolving, growing, and being built upon. The time has come. Let us grow together and do what we love and love what we do. Join me! Follow my charge into the darkness, fearless and confidant. So come with me my warriors. Let us battle ourselves and conquer our fear. Let us carve our future out of the tallest mountain and follow our destiny!

A master plan. A plan so ingenious, and complicatedly simple that the only failure is to loose hope. The grind stone of time has passed me the torch. The gods have blessed me with the foresight to see the future and behold! The black box of mystery.

Follow me and become my cohort. Let me teach you and learn from you. I hold the keys to the puzzle. Let the pieces fall into your laps and we shall place them on the table one by one until all is revealed.

"Victory belongs to the most persevering."
Napoleon Bonaparte (1769 - 1821)


I am searching for individuals who have been plodding along trying to make the game of their dreams. Those of you who spend your free time working on your skills to make something special.

I am searching for those of you who will work hard on developing your art skills but are not sure where to take it from there. I will be training you so you must be able to follow directions and be willing to expand your skill set. I will be helping you build a professional portfolio and teaching the art pipeline that I have developed and you will be providing me with art assets in form of assignments. It will include theory, assignments that I have completed, step by step instructions with pointers, and weekly critiques.

A hot-key set ideology that speeds up the time from wanting to do an action to completing that action.
Methods of working in a 3D environment that records all of decisions of building meshes so that in an instant you can retrace your steps and build off of any of the steps you have made so far.
Modeling methods that reduce or eliminate the need to tweak UV coordinates.
Modeling methods that allow you to complete 10 models in the time it would take to make a second model.
Many tricks and tips to using 3D Studio Max and Photoshop to make game ready models and animations.

So what does this all do. It enables you to create more work that is of higher quality. I have taken this one of a kind pipeline and used it in conjunction with the games we will make. Small blocks that build upon each other until we have something utterly and completely awesome!

You may visit my portfolio of past works at www.3Dgoon.com
For more information please email me at brih@3Dgoon.com
Any feedback would be good. Thank you for your time.
Jeku
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Posted: 15th Feb 2007 07:16
I approved this because it might be interesting to discuss this pipeline you have suggested. By the way, the method of having the environment retrace your steps sounds like a macro, and has been used in art software for ages.

By the way, nice site

Fallout
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Posted: 15th Feb 2007 11:11
What's the main idea behind this then? Streamline the 3D media pipeline so modelers can knock out more 3D models of higher quality in a shorter space of time?

To what end? What your ultimate goal here?


Kentaree
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Posted: 15th Feb 2007 11:19
So, do you actually have any experience in game and 3D development? Do you have any games that you can show, art or whatever? Do you have anything to show for this project, or are you hoping to get others to do the bulk of the work?

In the old team request board, this would've been rejected...

Fallout
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Posted: 15th Feb 2007 11:29
The impression I get is he's just coming from the 3D media angle .. so he wants to work with other modelers to produce a large amount of good quality media in a small time frame. Cool idea if he can organise modelers to do that, but that's only a small part of the equation, and organising modelers to actually be productive for a sustained period of time, with regard to a game, is blood from a stone.


Kentaree
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Posted: 15th Feb 2007 11:59
Ah yes, I just reread the post properly, and you're right, and he has posted a portfolio. Stupid me

Cash Curtis II
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Posted: 15th Feb 2007 12:02
Quote: "A master plan. A plan so ingenious, and complicatedly simple that the only failure is to loose hope. The grind stone of time has passed me the torch. The gods have blessed me with the foresight to see the future and behold! The black box of mystery."



Brih, your true challenge will be to find a qualified programmer that will stick it out for the long haul. Most people that are qualified simply don't have time, people that do have time are most often not qualified, and completely programming a game is just as much of a challenge as creating all of the media necessary for the game.


Come see the WIP!
Fallout
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Posted: 15th Feb 2007 12:13
As above. There is no game proposal though, is there? Just simply a call to arms for 3D modelers to make lots of 3D models.


Van B
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Posted: 15th Feb 2007 12:29
I like the sound of this - people who would like to stretch their media skills could do so along with other people, a modeler boot camp if you will.

But the important thing I think is to make it possible for people to generate the media required for a game - there's no easy way around media, you either get busy learning to make it yourself, or rely on often unreliable artists. Personally I'd say you should always learn as much aspects of game dev as you can - and 3D media is the most important aspect outside of coding itself. Any programme that can teach these skills and develop them can only be a good thing. I think this would be of interest to FPSC users too, maybe even incorporate a little FPSC media setup - I'm sure you could get one of the FPSC mods to help out with this, in fact there's already a tutorial IIRC.

''Stick that in your text and scroll it!.''
Fallout
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Posted: 15th Feb 2007 12:47 Edited at: 15th Feb 2007 12:48
Bear in mind he's specifically aiming this at 3D Studio Max, a product that loads of people appear to have, but very few actually buy. If the idea is to teach and develop a network of 3D modelers to make them efficient for game media design, it really needs to utilize something like Blender, or cheap apps like Milkshape, otherwise it'll just be a hive of piracy.


Benjamin
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Posted: 15th Feb 2007 18:34 Edited at: 15th Feb 2007 18:47
Quote: "For many years a plan has brewing, evolving, growing, and being built upon. The time has come. Let us grow together and do what we love and love what we do. Join me! Follow my charge into the darkness, fearless and confidant. So come with me my warriors. Let us battle ourselves and conquer our fear. Let us carve our future out of the tallest mountain and follow our destiny!"

No.



Tempest (DBP/DBCe)
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The Wilderbeast
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Posted: 15th Feb 2007 19:20
what annoys me is when they don't reply


Benjamin
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Posted: 15th Feb 2007 19:23
Maybe he opened the black box and a dragon came out and ate him?

Tempest (DBP/DBCe)
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Pricey
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Posted: 15th Feb 2007 22:08
maybe, i couldn't be bothered reading all that.

but it sounds interesting by other people's much shorter posts.

LD52
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Posted: 15th Feb 2007 22:35
Quote: "Since there is no forum for forming a team I guess this goes into off topic. It this breaks some rule somewhere then they are silly rules for a game development site.
"


Isn't the W.I.P board and Program Announcements boards supposed to be for these things ... just saying and going to read the rest of the post now lol
Miguel Melo
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Posted: 15th Feb 2007 23:23
Quote: "to make them efficient for game media design, it really needs to utilize something like Blender"


Shhhhh... don't let Van B see you suggesting Blender, or he'll go ape.

I have vague plans for World Domination
Cash Curtis II
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Posted: 16th Feb 2007 03:30 Edited at: 16th Feb 2007 03:31
Quote: "Maybe he opened the black box and a dragon came out and ate him?"

LOL! I didn't expect that, but it was perfect.

Quote: "Shhhhh... don't let Van B see you suggesting Blender, or he'll go ape."

Blender isn't the best software for use with DBP. Milkshape is perfect - it's cheap, and right to the point. Plus, it's easy to use. The only reason that interest in Blender persists is because it's free. You get what you pay for.


Come see the WIP!
Brih
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Posted: 16th Feb 2007 06:02
To start with if you dislike long posts you can stop reading now. This project is more than likely much more work than your attention span is ready for. As for the rest of you thank you for your time.

I'm sorry for any apparent delay to the board but I frame houses all day and don't get on the computer until about 7 PM. Let me clear a few things up. I am building game. Not just a game. A game of games but one piece at a time. A simple small game with core elements that can be built upon for the next game. The first step is to get together a library of models. Models that can be used to build other models. Soon everything will be physics oriented. This will require say a stone wall to be built out of individual stones. Build lots of different stones. Then start building walls with those stones. For this part some tools will have to be made. I am good friends with 2 really good programmers that I went to school with and worked for out of school. They are busy now working on some software not game related. If and when there company pays off they want to get back into games. They work hard and are really good at what they do.

I am going to keep game details a secret for now. I know you understand. If you like any games of combat then you will enjoy the game. I have been working on the design doc for a few years and the first 2 or 3 games are fulfilled for now. To start with environment is going to be the focus. Populating the environment. Currently I am building a house piece by piece board by board as a test model for the future. Most of the framing is done. I also have a map in max that is blocked out. It will be build in an unconventional way which I might explain at a later date. I have tones of models in process that will help to build that environment as well as accessories for characters.

The modeling process. Since this is the main point for putting this post up, I shall explain. Most game companies give you a project. They say you draw this and you model this drawing, and You shall uv and texture it, and you shall rig and animate it. Then again with the next object and so on. It is a process that allows those above you to control your every move. One stage is approved or not and then the next stage. What happens is that your creativity gets sucked from you. You pour your heart out to this little creation and you get told it looks like crap and to do it again until the person above you makes it their creation.

My solution. I build tens to hundreds of models at one time in the same scene. Lets go back to the rocks. I usually find myself working with cylinders. They texture easily. So I have my textured cylinder set at an easy radius. 6 inches x 12 inches high. Now I clone out 10 in a line and change all of the radius and heights so I have 10 different sized cylinders. I pick a size I like and clone off 10 of those. I then slap on say 10 different modifiers. Then each of those I clone off 10 more and tweek all of those modifiers. Before you know it you have 100 different shapes that all fit into the same texture space. So you get 30 rock shapes. But they are not like any rocks anyone has seen. Or maybe not. So go make a hundred more.

That is just a small taste. There is so much more to learn. Many things to watch out for. If you forget to do one step that you needed at the beginning then you must figure out how to do it for all the things you made. Anyways. Gotta go to sleep. - B
Jess T
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Posted: 16th Feb 2007 08:26
Brih,

If, like you said, you have a design doco, then you would be best off making at least a simple demo (or getting your programmer friends to whip it up while you do some simple graphics, etc) and post it in the WIP board.

Before anyone (skilled enough) will work with you, you need to prove and show that you yourself have the skills to get something done, and then (only then) will you get the people you need to help you.

It's a sad fact that you will mostly only be able to rope in amatures without anything to actually show for your idea. But, if you do have something to show, those who've been around for every team-request under the sun may actually consider helping you out.

At any rate, good luck.

Nintendo DS & Dominos :: DS Dominos
http://jt0.org
jasonhtml
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Posted: 16th Feb 2007 08:54
Quote: "Before anyone (skilled enough) will work with you, you need to prove and show that you yourself have the skills to get something done, and then (only then) will you get the people you need to help you."


and dont forget you wont get anyone that is willing to stay till the project's end unless you do this, too

Fallout
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Posted: 16th Feb 2007 11:24
Quote: "This will require say a stone wall to be built out of individual stones. Build lots of different stones. Then start building walls with those stones."


Sounds like a great idea in principle, but at the very core of game development is absolute efficiency, particularly with regard to 3D. If you're seriously considering building a house out of individual stones for walls and boards for floors, you don't sound like you're fully aware of the impact of that sort of process. Even with todays hardware, you can't do that sort of thing on any sort of large scale and expect it to run.

The concept of individual building blocks is great for giving you power and reusability etc. but 3D models still need to have the absolute minimum polys for complex realtime 3D environments. Maybe I'm overestimating the magnitude of how far you want to push this, but at the moment it sounds like you're dreaming of this cool, generic, tool-oriented, creative canvas for modelers, at the expensive of 3D rendering efficiency .. and 3D rendering efficiency (for now at least) has to always come first.


Cash Curtis II
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Posted: 16th Feb 2007 18:11
Seriously. I can't believe I didn't address that before. A wall made of a well textured box is infinitely more desirable to a wall made of a zillion multi-polygon blocks. A normal map can simulate those many polygons at very little cost.


Come see the WIP!
Xenocythe
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Posted: 16th Feb 2007 21:01
A side note about team requests, a little off topic:

My website for team requests and stuff is almost up.. its PHP based so its easy to use and instant. It'll be up soon. There are still lots to do on it, but team requests work nonetheless. It was programmed by my great friend david, and programmed in part by me. Ok, I only did a little tiny part

-Mansoor S.

(Formerly Xenocythe)
Gil Galvanti
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Posted: 17th Feb 2007 06:48 Edited at: 17th Feb 2007 06:52
I personally think this whole thing is pretty ridiculous and am surprised it wasn't locked immediately. I think it's very obviously a "make my dream game for me" post in disguise and under the facade of a good 3D modeler. Let's analyze what we have so far:

Quote: "It this breaks some rule somewhere then they are silly rules for a game development site."

Starts off not even understanding why team requests shouldn't be allowed, doesn't look like it's going to head anywhere good...

Quote: "For many years a plan has brewing, evolving, growing, and being built upon. The time has come. Let us grow together and do what we love and love what we do. Join me! Follow my charge into the darkness, fearless and confidant. So come with me my warriors. Let us battle ourselves and conquer our fear. Let us carve our future out of the tallest mountain and follow our destiny!"

First, this is an unrealistic and overly-ambitious for a team of highly experienced professionals, much less a bunch of indie game makers. Second, your not the great leader of a grand army, your a modeler with no previous experience in game making, and no followers (although I will admit what I saw of your work is good).

Quote: "Follow me and become my cohort. Let me teach you and learn from you."

A "do whatever work I want for me" post in disguise as I see it.

Quote: "This project is more than likely much more work than your attention span is ready for."

You keep coming on with these "I am your strong leader and you must be willing to follow me like little peasant" sentences, that just don't appeal to me .

I don't know why it isn't clear to everyone else, but I see this as simply a "make my dream game" post by someone who knows how to phrase it better than "GIVE ME DA CODEZ", and who can sound professional. I don't deny that he has modeling skills. But he is thinking unrealistically, being very overly-ambitious, and clearly doesn't have a very good idea of how the inner-workings of games work. I don't mean to sound too harsh, but I'm just surprised that people seem to be falling for something like this...

Quote: "A game of games but one piece at a time. "

What is the "game of games" you speak of? You provide no information. Not even a genre. No information on it whatsoever. I think it's because you have no specific game in mind yet.

Quote: "Soon everything will be physics oriented. This will require say a stone wall to be built out of individual stones."

Surely everyone can now see that we are dealing with someone with nearly no experience in game making. Even the top-notch next-gen, wide scoped projects can't accomplish this (in processing power, or time spent on doing it). He says that the game will "soon" be physics oriented, like it's an easy task. And anyone who even PLAYS video games knows that it's impractical to build an entire building out of individual stones.

Quote: "I am going to keep game details a secret for now. I know you understand. "

What I understand is that you have no game details, and if you do, why do you expect others to pitch in without knowing what they're making?

I don't know why noone else seems to see it, but I think this is clearly just a "make my dream game" post written by someone intelligent enough to not phrase it as "GIVE ME DA CODEZ". He seems to take a role as some great leader (even quoting Napoleon Bonaparte), and treating everyone else like if they are worthy, they might be able to be his "apprentice". What did he do to earn this position? I've seen no evidence of game development?

Pirates of Port Royale
Live the life of a pirate.
Hobgoblin Lord
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Posted: 18th Feb 2007 06:09
Gil, I understand your skepticism. If however he can teach an average modeller to be better then it might be worth that persons time to make some models for his game for the skills he is providing. His stuff looks decent, my fear is that using 3dsmax it better be a game about Pirates.

Brih
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Posted: 18th Feb 2007 06:28
Quote: "I approved this because it might be interesting to discuss this pipeline you have suggested. By the way, the method of having the environment retrace your steps sounds like a macro, and has been used in art software for ages."


I will use the lame rock example again.

"Now I clone out 10 in a line and change all of the radius and heights so I have 10 different sized cylinders. I pick a size I like and clone off 10 of those. I then slap on say 10 different modifiers. Then each of those I clone off 10 more and tweek all of those modifiers."

What I mean by retracing my steps is that by making a clone after every decision I make I can go back to any previous modeling decision by going down the clone chain and finding it in the scene. It is much faster than looking back in your files and trying to find a point that you saved and hope it is at the point that you wish you could start your model from again because you felt like you went into the wrong direction.

I am not building a game for todays hardware. This is a game for tomorrow. I realize the position many of you are taking. There are many skeptics in the world which I am quite used too. I didn't get into DigiPen the first year I applied but I did not let that stop me. The vice president of art at Nintendo personally told me that I could not make my own game. Did I let that stop me? I have been told my art sucks plenty of times. At DigiPen the Lead Professor told me I was not good enough in anything but texture mapping. Did I let that stop me? Nothing will stop me. I am forging it by myself.

You question how hard it would be to build a house board by board and yet it sits on my computer. Why would I want that? I question why I should even answer that question because I feel like it is so obvious. Has anyone heard of physics? Think back 10 years and try and think ahead 10. It is fairly simple. Why would someone want a hundred different rocks? Why wouldn't they. Use your imagination. And yes that rock wall would be used as a normal map for the low poly wall until it was hit with lets say a mortar shell for example. As for it taking too long to make rock walls. That is simply because you cannot model as fast as I do. Its all about technique. If I spent a weekend on rock walls I could have tens of thousands of rocks flying out the wazoo. How did I get here. I have given up everything for this. I don't play video games or watch TV anymore except for a movie every once and a while. I work all day I come home and spend 4 hours at my computer. You can think what you want. People seem to only believe what they see. That is fine. That is why people like me will do great things. And those who tell them selves that it can't be done can't do it. I spend too much time here as it is, so back to the point.

I look for those with an open mind who want to learn 3DSMax. I am offering skills for artwork. I do not need someone with a flashy portfolio who just copied something from someone else and thinks they know everything already. If you desire to be good at what you do and want to learn how to create something fast and efficiently, and are willing to sacrifice your time and energy I will teach you. I lead by example. I do the work first to show you how it is done so if you think that I am leaching off of other people you must be thinking of yourself.

For all of you artists out there. Don't let people get you down. Keep putting everything you have into your work and something will come of it. Make your work for yourself and that will give you the drive to keep making work. Not everyone is going to like what you do. Many will dislike it with a passion and you will not understand. Most people are just jealous because they do not have something in their life that fulfills them like your art does for you. I call to you all. Do what you love so that some day you may love what you do.
Cash Curtis II
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Posted: 18th Feb 2007 07:10
His stuff looks decent, not exceptional. Gil expanding a point that I mentioned earlier. Brih would make a valuable member of a team, say for instance the Open MMORPG. As a team leader, not nearly so.

Brih, gain some experience before you undertake something like this. And then, you need a small functional demo first. Your team can build it into a full game.


Come see the WIP!
Brih
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Posted: 18th Feb 2007 08:17
Quote: " His stuff looks decent, not exceptional. Gil expanding a point that I mentioned earlier. Brih would make a valuable member of a team, say for instance the Open MMORPG. As a team leader, not nearly so.
"


Most of my work on my portfolio is 4 years old or more. The more you do the better you get.
When you work on a deadline your work is not going to be perfect. You must make sacrifices. I'm sure I could point out more things wrong with my work than anyone. Do I go back and make it better or do I move on with what I have gained. For every model you see on there I have made at least 10. For every drawing a thousand. I consider my work on there something learned. I work fast and efficiently in all aspects of art content creation. What is coming will be..........well you will just have to wait and see won't you. Or not.

Judging someone on how good of a leader they are by examining there portfolio is quite humorous.

If you are interested in my proposal you can email me. Feel free to talk more trash now as I will be returning to my work. Goodbye.
Moondog
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Posted: 18th Feb 2007 08:35 Edited at: 18th Feb 2007 08:39
LOL! I'm not sure what to think of this...uh, post. Sounds like my job, though if i don't get my 10 models done in time i don't get paid, lol!

Your modeling skills are to be improved upon, so as for teaching...best leave it to the pros(which, it might sound mean, yoru not, you might know your way around max, but your not a pro)...which is why they get paid.

..and your little list of topics to teach...it's called practice no one person can teach another to create media...yes, they can tell yah where you click to do this function, then how to move this thing around...but what it comes down too, it's all about practice. Hell, the 3ds MAX manual describes everything you need to know about the program....assuming your copy is legal, lol...and the whole avoiding questions becuase your waisting time, LOL!!

all i have to say is, get some more practice in...learn to code...develop an actual physical system that you can show off..then you might get a more productive response.

oh, and the pipeline you described is already implemented into Truespace


MOONDOG

P.S. Your a noob(don't take it personally, thats just what i get from your posts)

Jeku
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Posted: 18th Feb 2007 09:08
Quote: "I am not building a game for todays hardware. This is a game for tomorrow."


Let's see what you've got. Judging by your comments I'll be expecting something to rival Gears of War, which is a game on today's hardware. Screenies?

jasonhtml
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Posted: 18th Feb 2007 10:52
ok, ive been watching how this post has progressed, and i can see 1 of 3 things happening:

1. Brih listens to what everyone is saying and learns a bit about programming, then starts his project slowly

2. Brih doesnt listen, but just gets a "whatever" attitude and attempts the game (wether he can do it or not is another issue)

3. Brih doesn't listen and this turns into a flame war.

im hoping its #1 and not #3. if i remember correctly, something similar to this happened within the last year. and it wouldnt be any good to loose a fairly talented 3d modeler

if this sounds like im attacking or being too negative, im sorry. this is just what i thought after i read the last few posts. i think it might be a good thing for everyone to watch out for themselves to not post anything that might provoke a flame war. constructive criticizism is different though...

idk, this post of mine seems really strange...

btw, for my thoughts on what people said specifically, here it is:

Quote: "I am not building a game for todays hardware. This is a game for tomorrow."


for this, you better have a VERY well built pc to get even close. and you have to have your game planned to work with graphics better than your VERY good pc can run. and a very good pc isnt from dell, usually alienware or one built by yourself.

Quote: "Brih, gain some experience before you undertake something like this. And then, you need a small functional demo first. Your team can build it into a full game."


cash worded this very well.

Quote: "Let's see what you've got. Judging by your comments I'll be expecting something to rival Gears of War, which is a game on today's hardware. Screenies?"


i also agree with Jeku here. if you make a very bold quote, be prepared to support it.

Quote: "Most of my work on my portfolio is 4 years old or more."


to be frank, no one really cares how long you've had your work. sometimes it helps for people to know, but its seems that you stress it a little too much, just like what Gil said. a lot of the people on here have been programming/3d modeling professionally for many many years.

but, im not saying that your work isnt good or that it is worthless. its just, when someone claims that they are making a new fantastic game, they better be able to back it up with something other than past work.

again, this post sounds weird and may offend some people

Cash Curtis II
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Posted: 18th Feb 2007 11:19
Quote: "Feel free to talk more trash now as I will be returning to my work. Goodbye. "


I don't want this to turn into a flamewar. Unfortunately, this is how it often happens in threads like this. Some outlandish statements are made, and when people offer advice grounded in reality, the creator of the thread becomes hyper-sensitive.

Some of us here have a lot of experience in game making, so you shouldn't just dismiss our advice entirely.

Your portfolio is the only thing that we have to judge you by. If you have better stuff, by all means post it. Otherwise, how else can you expect us to rate your skill as a 3D modeler?

You have an interesting idea for the creation of this game. However, you can't apply it to every situation that you have described.

Lots of people have a skill in one area or another. Very few people are good game makers, from start to finish. It takes a LOT of work. You need game making experience to start a team, not just modeling experience.


Come see the WIP!
GatorHex
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Posted: 18th Feb 2007 13:05 Edited at: 18th Feb 2007 13:05
Forming teams never works out.

Just build model packs and sell them.

I suggested some time ago that TGC should do something like Turbo Squid but for low poly game models only. Or better still a "Pick & mix" buy any 10 models for something like £30. For sure we need some better Dark Matter packs.

http://www.KumKie.com http://bulldog.servegame.com
Gil Galvanti
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Posted: 18th Feb 2007 17:03
Quote: "I am not building a game for todays hardware. This is a game for tomorrow. "

Yet your going to be building it on todays hardware . Don't know how that works.

Quote: "I am forging it by myself. "

Except for the fact that you just asked for people to come and "join" you.

Quote: "You question how hard it would be to build a house board by board and yet it sits on my computer."

I never questioned how hard it would be, as it's just simply a matter of sticking a bunch of boxes together. I did question it's practicality, in both the time it takes to build something that way as well as the computing power it will take.

Quote: "Why would someone want a hundred different rocks? "

Even games that do something like that don't have a modeler creating each one, but rather make a program that can do it for them much faster.

Still not buying this .

Quote: "Gil, I understand your skepticism. If however he can teach an average modeller to be better then it might be worth that persons time to make some models for his game for the skills he is providing."

But if he wants to teach people to model, there's no problem with it, it's when he acts like a dictator setting out on a great quest when I have a problem with it.

Pirates of Port Royale
Live the life of a pirate.
The Wilderbeast
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Posted: 18th Feb 2007 21:24
you might have a bit more luck recruiting on our forums, but please don't spam the place. http://www.reaperstudios.com/phpbbx/viewforum.php?f=23
(hope that link's alright with the mods)


Peter H
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Posted: 18th Feb 2007 22:38 Edited at: 18th Feb 2007 22:38
Quote: "I have given up everything for this. I don't play video games or watch TV anymore except for a movie every once and a while. I work all day I come home and spend 4 hours at my computer. You can think what you want."

You can also think what you want to, and grit your teeth as hard as you want. but just because there's something you want to do doesn't meant you can do it (sure i wouldn't mind jumping up and flying without the aid of any technology or man-made aids... but wait.. i can't because gravity sure is still working)

there are limitations to how fast hardware can run... maybe in a long time it'd be possible to make a game out of indiviual boards... maybe it won't be.

really though there is nothing innovative or grand or special about the kinds of things you are talking about (such as making a wall out of individual brick models or a house the same except with boards... etc) you keep going on like you think you are some visionary or something... but really it's extremely easy to outpace hardware.

the real challenge is making something grand that runs on today's hardware (or at least what will be today's hardware when you release it).

also, knocking a brickwall into thousands of little pieces may be fun the first couple times, but that in no way is gameplay by itself. (and you haven't mentioned any other novel gameplay ideas that would make us want to "follow" you)

with all that said, your models are pretty good (some of them wouldn't work in-game but some would) better than i do for sure. but if all you are trying to do is train people how to model better (and get some free models in the process, which is reasonable) then why don't you just say so? you don't need all this cloak & dagger...

One man, one lawnmower, plenty of angry groundhogs.
Gil Galvanti
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Location: Texas, United States
Posted: 19th Feb 2007 04:20
I agree with Peter H.

Pirates of Port Royale
Live the life of a pirate.
Darth Vader
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Location: Adelaide SA, I am the only DB user here!
Posted: 19th Feb 2007 04:29
Quote: "I don't play video games or watch TV anymore except for a movie every once and a while."

Sounds a bit anti-social to me... Also if you want to make a good game you have to play a good game. Thats my philophosy!

I agree with Gil.


PS I will give Brih credit though, he is one clever noob and can really hide his true intentions!

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