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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

GeneralJist

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  1. This is an adaptation of our Standard AD to forum structure due to the restructuring efforts of the site, I apologize for any formatting issues or inconsistencies as a result of this change. I have done my best to retain the previous format for our standard operating procedures (SOPs), since all current members with the exception of me and our creative director were recruited with some version of what you are about to see. Project Info Team name: Secret Reality Project Name: Tiberium Secrets Target Aim: RTS communities Compensation Plan: Since this is classed as a modification, no direct monetary compensation is possible. Donations setup upon stable Alpha Technology: -Command& Conquer 3: Tiberium wars- Sage Engine (XML code) Team Structure: 20+ members -myself: Project Coordinator/ Producer, PR Lead, Lead Writer -Creative & Art Director -Associate Producer -Lead Coder -Lead Audio composer -Lead Animator -QA Lead -Head of Narrative -Narrative Admin -Sr. Writer & Scientific Advisor -2 more 3D Artist -2 more Animators -2 more writers -1 more Audio SFX Artist -2 More coder -1 more promotional Artist Talent Needed In order of demand: (moddb AD update in progress) -Art Admin: http://www.moddb.com/mods/tiberium-secrets/jobs/art-admin-wanted-for-scifi-rts-alpha-llc-formation3 -Military History Advisor: http://www.moddb.com/mods/tiberium-secrets/jobs/military-history-advisor-wanted-for-scifi-rts-alpha -Texture Artist: http://www.moddb.com/mods/tiberium-secrets/jobs/texture-artists-wanted-for-scifi-rts-alpha1 -Promotional Artist: http://www.moddb.com/mods/tiberium-secrets/jobs/promotional-artists-wanted-for-scifi-rts-alpha7 -PR manager: http://www.moddb.com/mods/tiberium-secrets/jobs/pr-managers-wanted-for-scifi-rts-alpha5 -XML Scriprwes/ Programmers: http://www.moddb.com/mods/tiberium-secrets/jobs/xml-scripters-wanted-for-scifi-rts-alpha5 -3D animators: http://www.moddb.com/mods/tiberium-secrets/jobs/3d-animators-wanted-for-scifi-rts-alpha5 http://www.moddb.com/mods/tiberium-secrets Contact Method secretreality7@gmail.com (include: age, time zone, educations/ experience, site/ portfolio/ samples) Skype: Eric ChouJist)/ eric.chou27 Additional Info -US Time zones bonus -Microphone Required -Use of Skype, Google Drive -Contract Signature -English verbal & written fluency -8 to 10 hours a week minimum commitment Feedback Any Greetings, We're working on a project for Command & Conquer 3: Tiberium Wars. As an established team that has been in development since 6/2011, we're technically classified as a mod, however, our content, documentation,and accomplishments go above and beyond conventional modding. For example, we obtained 2 sponsored passes for the Game Developers Conference (GDC 2017), valued at ~2K each, for leadership. (from chief admin of gamedev.net.) We consist of both hobbyists and individuals striving to get into the games and entertainment industries. We're looking for dedicated individuals interested and able to continue this journey to Alpha, and beyond. We've recently reached our Closed Alpha Benchmark,for our 1st faction, and are growing our team to properly support this significant milestone. (Note: Depending on the skills being contributed to the project owning a copy of said game is not required, but strongly recommended. Past familiarity with the universe and or RTS is also a strong bonus. Due to the flexibility build into our GDD, we allow & encourage varied interpretations of our designs & themes. Project overview Tiberium Secrets seeks to introduce three new factions that can stand in conjunction and potentially independent from the Command and Conquer Tiberium universe; complete with diverse units, structures, mechanics, and lore. Players will take command of a mysterious human faction intent on ensuring the survival of its species without concern for red tape or ideologies, a biological experiment turned hunter of their creator, and an artificial intelligence believing itself to be the next evolution of humanity. Mission statement This project's aim is to create an aesthetically pleasing, diverse, and intriguing style for each of the three factions, drawing inspiration from many other works and real-world subjects. (including the Tiberium related canceled projects of Westwood & EA). Beyond this is a desire to further diversify the three original factions of the Tiberium universe: the GDI, Brotherhood of Nod, and Scrin; presenting them as they might appear following the events of C&C3. New factions Artificial Systematic Intelligence (ASI) The ASI possesses a distinctive Egyptian design, mixed with futuristic technological and mechanical styles. They heavily believe in drawing from the older human religions’ concepts of immortality and the purity of the mind. Their aim of Ascension is through the use of technology, not Tiberium, which is where the ASI split from the Brotherhood of Nod. For all their belief in the purity of the ingenuity of man, they have transcended their biological flesh, and willingly integrated their consciousness with that of their own messiah of sorts, ASIM, an Artificial Intelligence. The Colony The Colony is heavily based on the designs similar to the appearances of deep sea and insect creatures found on earth and from other games’ universes. Their primary theme is that of a plague involving the mutation and infection of creatures. In addition to this they also have now developed with some bony and scaly attributes on top of pre-fall civilization technology. Furthermore, they will portray the horror of nature. The Dream Army (D51) The Dream Army is a secretive military organization that draws heavily from the designs of the US. Military and Area 51 (Located out in Nevada). Technological advancement has been made from analyzing alien technology recovered from the Roswell crash (i.e. remains of an alien vessel). Thank you for your time & consideration, -Eric (Project Coordinator/ Producer, PR Lead, Lead writer)
  2. This is an adaptation of our Standard AD to forum structure due to the restructuring efforts of the site, I apologize for any formatting issues or inconsistencies as a result of this change. I have done my best to retain the previous format for our standard operating procedures (SOPs), since all current members with the exception of me and our creative director were recruited with some version of what you are about to see. Project Info Team name: Secret Reality Project Name: Tiberium Secrets Target Aim: RTS communities Compensation Plan: Since this is classed as a modification, no direct monetary compensation is possible. Donations setup upon stable Alpha Technology: -Command& Conquer 3: Tiberium wars- Sage Engine (XML code) Team Structure: 20+ members -myself: Project Coordinator/ Producer, PR Lead, Lead Writer -Creative & Art Director -Associate Producer -Lead Coder -Lead Audio composer -Lead Animator -QA Lead -Head of Narrative -Narrative Admin -Sr. Writer & Scientific Advisor -2 more 3D Artist -2 more Animators -2 more writers -1 more Audio SFX Artist -2 More coder -1 more promotional Artist Talent Needed In order of demand: (moddb AD update in progress) -Art Admin: http://www.moddb.com/mods/tiberium-secrets/jobs/art-admin-wanted-for-scifi-rts-alpha-llc-formation -Military History Advisor: http://www.moddb.com/mods/tiberium-secrets/jobs/military-history-advisor-wanted-for-scifi-rts-alpha -Texture Artist: http://www.moddb.com/mods/tiberium-secrets/jobs/texture-artist-wanted-for-scifi-rts-alpha3 -Promotional Artist: http://www.moddb.com/mods/tiberium-secrets/jobs/promotional-artists-wanted-for-scifi-rts-alpha5 -PR manager: http://www.moddb.com/mods/tiberium-secrets/jobs/pr-managers-wanted-for-scifi-rts-alpha5 -XML Scriprwes/ Programmers: http://www.moddb.com/mods/tiberium-secrets/jobs/xml-scripters-wanted-for-scifi-rts-alpha5 -3D animators: http://www.moddb.com/mods/tiberium-secrets/jobs/3d-animators-wanted-for-scifi-rts-alpha5 http://www.moddb.com/mods/tiberium-secrets Contact Method secretreality7@gmail.com (include: age, time zone, educations/ experience, site/ portfolio/ samples) Skype: Eric ChouJist)/ eric.chou27 Additional Info -US Time zones bonus -Microphone Required -Use of Skype, Google Drive -Contract Signature -English verbal & written fluency -8 to 10 hours a week minimum commitment Feedback Any Greetings, We're working on a project for Command & Conquer 3: Tiberium Wars. As an established team that has been in development since 6/2011, we're technically classified as a mod, however, our content, documentation,and accomplishments go above and beyond conventional modding. For example, we obtained 2 sponsored passes for the Game Developers Conference (GDC 2017), valued at ~2K each, for leadership. (from chief admin of gamedev.net.) We consist of both hobbyists and individuals striving to get into the games and entertainment industries. We're looking for dedicated individuals interested and able to continue this journey to Alpha, and beyond. We've recently reached our Closed Alpha Benchmark,for our 1st faction, and are growing our team to properly support this significant milestone. (Note: Depending on the skills being contributed to the project owning a copy of said game is not required, but strongly recommended. Past familiarity with the universe and or RTS is also a strong bonus. Due to the flexibility build into our GDD, we allow & encourage varied interpretations of our designs & themes. Project overview Tiberium Secrets seeks to introduce three new factions that can stand in conjunction and potentially independent from the Command and Conquer Tiberium universe; complete with diverse units, structures, mechanics, and lore. Players will take command of a mysterious human faction intent on ensuring the survival of its species without concern for red tape or ideologies, a biological experiment turned hunter of their creator, and an artificial intelligence believing itself to be the next evolution of humanity. Mission statement This project's aim is to create an aesthetically pleasing, diverse, and intriguing style for each of the three factions, drawing inspiration from many other works and real-world subjects. (including the Tiberium related canceled projects of Westwood & EA). Beyond this is a desire to further diversify the three original factions of the Tiberium universe: the GDI, Brotherhood of Nod, and Scrin; presenting them as they might appear following the events of C&C3. New factions Artificial Systematic Intelligence (ASI) The ASI possesses a distinctive Egyptian design, mixed with futuristic technological and mechanical styles. They heavily believe in drawing from the older human religions’ concepts of immortality and the purity of the mind. Their aim of Ascension is through the use of technology, not Tiberium, which is where the ASI split from the Brotherhood of Nod. For all their belief in the purity of the ingenuity of man, they have transcended their biological flesh, and willingly integrated their consciousness with that of their own messiah of sorts, ASIM, an Artificial Intelligence. The Colony The Colony is heavily based on the designs similar to the appearances of deep sea and insect creatures found on earth and from other games’ universes. Their primary theme is that of a plague involving the mutation and infection of creatures. In addition to this they also have now developed with some bony and scaly attributes on top of pre-fall civilization technology. Furthermore, they will portray the horror of nature. The Dream Army (D51) The Dream Army is a secretive military organization that draws heavily from the designs of the US. Military and Area 51 (Located out in Nevada). Technological advancement has been made from analyzing alien technology recovered from the Roswell crash (i.e. remains of an alien vessel). Thank you for your time & consideration, -Eric (Project Coordinator/ Producer, PR Lead, Lead writer)
  3. Hello, I'd be wary of starting with an RTS. I'm doing an RTS, and it's one of the most complex and time consuming ventures, especially a 3D one. RTS is a type of game that takes years, You can see our work in my signature, but understand it took us 6-7 years to get to where we are now. Add on online multiplayer and you got more than a hand full, who will pay for the server networking? Just saying... You can PM me if you want to discuss this more, but from my experience, an  RTS is a very long investment.
  4. To commemorate the 10-year anniversary of the game we're modding, we are releasing video of the Internal ASI Alpha, and the rest of our animations. Which can be found here Summaries of GDC from each of our perspectives are also given. (I'll be writing an in depth article on my experience and preparation soon) Left to right, Matt Ross (Fandore) Eric Chou (GeneralJist) GDC Recap- Eric Chou (GeneralJist) So, what a ride. I can easily say, one of the most stressful, rewarding, and exciting times I've ever had in my entire life. Matt was here from 2/23/17- 3/5/17. From meeting small indie devs to big brand industry professionals and everything in between, I learned so much about myself, the industry, and where our project stacks up in relation to everything else. The main take away I had, was I didn't realize just how rare our situation was. Sure, we're successful, and sure we had experience, everyone there had to be some shade of both, but what really struck me was, there was no other project quite like ours. (I can say with 99% certainty that we were the only mod project there, especially with our level of passes, which were traditionally valued at ~2K a pop.) Nor was anyone else there likely representing an RTS, nor were there that many people who have been on the same volunteer project for 6+ years. (We also don't quite fit clearly into the categories of "mod", "indie" or "industry", we seem to be in a grey mix of all three, challenging the limits and definitions of each.) Every time I met someone from a company, especially a big company, I'd see them look at my badge, get interested in talking, but after I told them we were a mod, and after I handed them my card, they would get this really perplexed look on their face, essentially trying to figure out how someone like us were able to have the level of passes we did, and how we could seem so professional. As I'm explaining the project, It seemed they would usually fall in to 1 of 2 categories. Interested and really curious as to how we did what we did on passion as the primary motivator. Intimidated/ threatened that we got our experience without going through the conventional system. Despite this, most of the speakers seemed to respect our work, we actually got 15-20 minutes from the guy who facilitates indie dev communities from Amazon. He strangely just launched into how we'd be competing with the big brands, such as Disney, EA, etc. without asking what we did, which meant he somehow already knew. With me networking with the project managers, and Matt networking with the artistic and technical leaders, we covered a lot of ground. I met managers from Amazon, Microsoft, Unity, Blizzard, Riot, Wizards of the Coast, and many other lesser known organizations. For example, Microsoft wants us to publish on the windows store, which I'm not sure if it's even possible. Also, I've been getting regular calls from google affiliates, asking if I'm the business owner, to pay them to register our company profile, and feature us on all the search engines except Yahoo. (Left to Right, Matt Ross(Fandore), Scott Reismanis(INtense!), Eric Chou(GeneralJist) We met with our sponsor Kevin Hawkins (Khawk), chief admin of here, morning of February 28[sup]th[/sup], and he gave us a bag of swag. We also met with Scott Reismanis INtense!, chief of moddb/ indiedb, etc. nd we discussed ways to improve the platform and all the affiliates for everyone. I didn't realize just how big an impression we had left on him, which he describes on his own Blog. We met with our Lawyer the afternoon of March 2nd, and we touched base briefly. Now, I'm still not sure what I can say publicly about our lunch with Lou castle, but suffice it to say, we had a good conversation as to where C&C was meant to go under Westwood's direction. We only had 30 - 45 minutes, but we also discussed the ground-breaking nature of Legends of Kyrandia, among other things. We each left the meeting with a good sense of how we could potentially help each other out for future goals. We got some great advice from all the sessions we went to, and are looking to apply them as we progress in development. It was great to get confirmation from so many diverse sources that we were on the right track, and we were doing things the right way. (I also got full access to GDC Vault, which documents all sessions for review, traditionally valued at $400 a year per person.) As the week wrapped up, I got to show Matt the beautiful city of San Francisco. This small trip has had us redouble our efforts, and commitment to providing the highest quality product we can. It was great for morale, and great to meet so many people we've respected for years. We will be soon registering as an LLC partnership, to formalize our future direction. Thank you to everyone who has supported us to get to the present times, the wait is nearly over. GDC Recap- Matt Ross (Fandore) So, the conference.... Well, so much has already been said, and covered, but, one thing I thought was fairly interesting was this one guy I met, when I was heading to another session. He worked for EA, and use to work on C&C:3 back in the day. He talked a little about how he felt that EA was going in the wrong direction with the franchise, by trying to force C&C into a mobile form. He said this was a concern many of his fellow devs had as well, and that it should always be on the PC, for it to reach its proper potential. We talked briefly about our project and our projected goals. he seemed fairly interested in what we were doing and said he'd spread the word back to EA. He actually told me he would like to meet my producer, and he thought we should all have a sit down with the higher ups. Apart from that very interesting exchange, most of the time I was busy in conference sessions, with less than 30 mins to get to the next room. (Some of which, were on the complete other side of the convention center.) While I was in one of the sessions, waiting for it to start, I happen to overhear the conversation of two individuals sitting behind me. They were wondering how someone like me (most likely my age) could be there and understand so much about the games industry. The guy sitting next to him spoke up and told him that I co-lead a mod team and that we had been going for 6 years without any monetary incentives. Initially the guy asking the question was a bit nonplused, and asked what was so impressive about that, and the other guy said, "hold on a sec, you have to see this." and whipped out his phone. The other guy just looked over at him. and said "That's not just dedication, that's drive." It was really nice to hear we were getting props from total strangers at GDC, not just from my friends =), but heck, I don't do it for stuff like that, I do this because I love the work and I love the people. Another major highlight was I also got to see many other Indie developers there, one of which I talked to a fairly good amount was the guys developing "The Nightmare from Beyond". We got a good chance to talk, though we mainly discussed internal team work and business structure, we did however get a chance to talk a little about the future of gaming in general. Now, on to Lou castle, not only was it an honor, it was a privilege to speak with him. I asked him some questions about a very old game that was put together back when Westwood was still a fairly new company. The game Legends of kyrandia was a point and click adventure game unlike any other of its time. it had great humor great art direction, and almost seamless reaction time compared to the storyline things just "clicked" when you played the game. I enjoyed listening to how the team from back then structured and developed the title and it was definitely a game enjoyed quite a lot from my childhood. we also discussed the direction originally planned for C&C and what was intended for it at the time. though I unfortunately cannot go into too much detail either, I can say it is very interesting to see what could have been. I want to thank our sponsor Kevin for allowing me to take part at this year's GDC, i also want to thank all the members who made the event possible in the first place. it was my first time in the San Francisco area and I had a blast! (I talked everyone's ears off for days after I landed back home...) Sorry for not saying more, there were just so many things me and Eric did and talked about while I was there, that it's hard to focus on writing a public update. (I also don't usually write updates, so forgive me, I'm an artist....) I learned quite a lot, and I look forward to seeing what next year will bring! I also want to thank YOU, our community, this would not have been possible without you. the closed Alpha release is coming soon. It's time to get back to work!
  5. Greetings, http://www.moddb.com/mods/tiberium-secrets/news/tiberium-secrets-deciversery-for-tiberium-wars-asi-internal-alpha Thanks for your time
  6. This is an adaptation of our Standard AD to forum structure due to the restructuring efforts of the site, I apologize for any formatting issues or inconsistencies as a result of this change. I have done my best to retain the previous format for our standard operating procedures (SOPs), since all current members with the exception of me and our creative director were recruited with some version of what you are about to see. Project Info [sharedmedia=core:attachments:29533]   Team name: Secret Reality Project Name: Tiberium Secrets Target Aim: RTS communities Compensation Plan: Since this is classed as a modification, no direct monetary compensation is possible. Donations setup upon stable Alpha Technology: -Command& Conquer 3: Tiberium wars- Sage Engine (XML code) Team Structure: 15+ members -myself: Project Coordinator/ Producer, PR Lead, Lead Writer -Creative & Art Director -Lead Coder -Lead Audio composer -Lead Animator -QA Lead -1 more 3D Artist -2 more Animators -4 more writers -1 more Audio SFX Artist -1 More coder -1 more promotional Artist Talent Needed In order of demand: - Associate Producer: http://www.moddb.com/mods/tiberium-secrets/jobs/associate-producer-wanted-forscifi-rts-alpha-llc-formation -Texture Artist: http://www.moddb.com/mods/tiberium-secrets/jobs/texture-artist-wanted-for-scifi-rts-alpha2 -Promotional Artist: http://www.moddb.com/mods/tiberium-secrets/jobs/promotional-artists-wanted-for-scifi-rts-alpha4 -PR manager: http://www.moddb.com/mods/tiberium-secrets/jobs/pr-managers-wanted-for-scifi-rts-alpha5 -XML Scriprwes/ Programmers: http://www.moddb.com/mods/tiberium-secrets/jobs/xml-scripters-wanted-for-scifi-rts-alpha3 -3D animators: http://www.moddb.com/mods/tiberium-secrets/jobs/3d-animators-wanted-for-scifi-rts-alpha4 -Writer: http://www.moddb.com/mods/tiberium-secrets/jobs/writer-wanted-for-scifi-rts-alpha -UI specialist: http://www.moddb.com/mods/tiberium-secrets/jobs/ui-specialist-wanted-for-command-conquer-3-mod-tiberium-secrets-alpha5 -QA Lead: http://www.moddb.com/mods/tiberium-secrets/jobs/qa-lead-wanted-for-scifi-rts-alpha4 Website http://www.moddb.com/mods/tiberium-secrets Contact Method secretreality7@gmail.com (include: age, time zone, educations/ experience, site/ portfolio/ samples) Skype: Eric ChouJist)/ eric.chou27 Additional Info -US Time zones bonus -Microphone Required -Use of Skype, Google Drive   -Contract Signature -English verbal & written fluency -8 to 10 hours a week minimum commitment Feedback Any   [sharedmedia=core:attachments:34178]     Greetings, We're working on a project for Command & Conquer 3: Tiberium Wars. As an established team that has been in development since 6/2011, we're technically classified as a mod, however, our content, documentation,and accomplishments go above and beyond conventional modding. We consist of both hobbyists and individuals striving to get into the games and entertainment industries. We're looking for dedicated individuals interested and able to continue this journey to Alpha, and beyond. We've recently reached our Closed Alpha Benchmark,for our 1st faction, and are growing our team to properly support this significant milestone. (Note: Depending on the skills being contributed to the project owning a copy of said game is not required, but strongly recommended. Past familiarity with the universe and or RTS is also a strong bonus. Due to the flexibility build into our GDD, we allow & encourage varied interpretations of our designs & themes. Project overview Tiberium Secrets seeks to introduce three new factions that can stand in conjunction and potentially independent from the Command and Conquer Tiberium universe; complete with diverse units, structures, mechanics, and lore. Players will take command of a mysterious human faction intent on ensuring the survival of its species without concern for red tape or ideologies, a biological experiment turned hunter of their creator, and an artificial intelligence believing itself to be the next evolution of humanity. Mission statement This project's aim is to create an aesthetically pleasing, diverse, and intriguing style for each of the three factions, drawing inspiration from many other works and real-world subjects. (including the Tiberium related canceled projects of Westwood & EA). Beyond this is a desire to further diversify the three original factions of the Tiberium universe: the GDI, Brotherhood of Nod, and Scrin; presenting them as they might appear following the events of C&C3. New factions Artificial Systematic Intelligence (ASI) The ASI possesses a distinctive Egyptian design, mixed with futuristic technological and mechanical styles. They heavily believe in drawing from the older human religions’ concepts of immortality and the purity of the mind. Their aim of Ascension is through the use of technology, not Tiberium, which is where the ASI split from the Brotherhood of Nod. For all their belief in the purity of the ingenuity of man, they have transcended their biological flesh, and willingly integrated their consciousness with that of their own messiah of sorts, ASIM, an Artificial Intelligence. https://www.youtube.com/watch?v=mqgYcCIqt9w [sharedmedia=core:attachments:31228]     The Colony The Colony is heavily based on the designs similar to the appearances of deep sea and insect creatures found on earth and from other games’ universes. Their primary theme is that of a plague involving the mutation and infection of creatures. In addition to this they also have now developed with some bony and scaly attributes on top of pre-fall civilization technology. Furthermore, they will portray the horror of nature. https://www.youtube.com/watch?v=EHnhVrxbmgM [sharedmedia=core:attachments:29867]     The Dream Army (D51) The Dream Army is a secretive military organization that draws heavily from the designs of the US. Military and Area 51 (Located out in Nevada). Technological advancement has been made from analyzing alien technology recovered from the Roswell crash (i.e. remains of an alien vessel). https://www.youtube.com/watch?v=sLYUFFGyO5Y [sharedmedia=core:attachments:31230]   Thank you for your time & consideration, -Eric (Project Coordinator/ Producer, PR Lead, Lead writer)
  7. Here: http://www.moddb.com/members/intense/blogs/meeting-modders-at-gdc
  8. Here's my updated version: https://drive.google.com/file/d/0B99AIuoi-xQqN0I0TWJoc1Q2LVU/view?usp=sharing
  9. Hey Everyone!   http://www.moddb.com/mods/tiberium-secrets/news/tiberium-secrets-going-to-gdc-2017   We salute you!
  10. ummm...   wow.. my face is red....   All Access then...   I don't know  how to thank yall...   I am humbled.
  11. What?!   Are you serious?   I can't say no to that.....!!!!   Wow....   And I thought I knew what above and beyond meant....
  12.   Are you going to be in town the entire week?     Yes.   I actually live in the area.   I never went before since I didn't have anything to show back then... I was also at school most of the time, so didn't have he money, and was too busy to.   Should I still tern up the other days, even though I don;t have a pass?   I guess I could lounge around the hotels, restaurants, and such near the conference....some of the other days.         Ya, I'd expect so....   What is the "Summit, tutorials & boot camps" pass?   If I stretch it, I might be able to get that...
  13. Hello, Was curious to see if anyone here is going this year?   This will be my 1st, and I was only able to afford an expo pass.   What am I missing?   I also read a few articles on the experience of others.   Anyone care to share here?   How many resumes and business cards should I bring?
  14. I don't think I said "I knew better than pros."   I was making sure things are understood as to what an experience is. There is always discrepancies when people compare their experiences.    Those things need to be clarified to ensure there is a mutual understanding of what in experience consists of. Obviously I understand my own experiences more than any of you, as said before, I'm trying to figure out if I made a communication error, or it's objectively not relevant.    Discussing and explaining a perspective is not the same as debating the validity of a perspective.   Some people fall into the fallacy of thinking that understanding and agreeing are the same thing.   As I said, I'm implementing many of the suggestions/ corrections, and am reworking everything.   I in no way meant to disrespect anyone.
  15. I didn't see it as "arguing", but I can see how it could come off that way.   I am taking the advice to heart.   Figuring out what I've done is "actually transferable" or not is critical.   It's just a bit hard to accept how part of my life that catalyzed and shaped who I am today are not relevant, despite me thinking they are.  (Thus I'm trying to figure out if it's a miscommunication on my part, or it's just how the industry objectively sees it.)   Having such a big discrepancy in my point of view and how professionals' see it is a bit jarring.   I'm trying to explain myself properly, to make sure I was understood...   I was honestly wondering where you were....and why you didn't show up earlier...   I'll just go make revisions and see what happens.