GeneralJist

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Everything posted by GeneralJist

  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/company/secret-reality/jobs/art-admin-wanted-for-scifi-rts-alpha-llc-formation6 -Texture Artists: http://www.moddb.com/company/secret-reality/jobs/texture-artists-wanted-for-scifi-rts-alpha3 -Promotional Artist: http://www.moddb.com/company/secret-reality/jobs/promotional-artists-wanted-for-scifi-rts-alpha9 -Military History Advisor: http://www.moddb.com/mods/tiberium-secrets/jobs/military-history-advisor-wanted-for-scifi-rts-alpha -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 Homepage: 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. Don't underestimate the value of a business degree in games. In order to start and maintain any project, 3 pillars are needed, Art, Code, and administration. A project can operate at a reduced capacity without solid leadership in art or code, but not administration. Getting a background in gamedev classes could be a good way to diversify your education, and may set you up to be a producer later on. Cross reference the lists of required classes, and see which ones fit the sections for pedigree and school requirements. I know EA requires a business degree for many of their positions. The other thing is, if you just want to do indie, just do it. You don't need a degree for that. If you find yourself procrastinating too much, maybe join a team, so you have more social reinforcement. Classes don;t need to be labeled game dev to be of use to a game developer. Inspiration comes from life, and the more diverse a life study you do, the more potential three is to draw upon.
  3. 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-formation5 -Texture Artists: http://www.moddb.com/company/secret-reality/jobs/texture-artists-wanted-for-scifi-rts-alpha2 -Promotional Artist: http://www.moddb.com/mods/tiberium-secrets/jobs/promotional-artists-wanted-for-scifi-rts-alpha8 -Military History Advisor: http://www.moddb.com/mods/tiberium-secrets/jobs/military-history-advisor-wanted-for-scifi-rts-alpha -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 Homepage: 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)
  4. 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)
  5. 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)
  6. 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.
  7. GDC recap

    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!
  8. Greetings, http://www.moddb.com/mods/tiberium-secrets/news/tiberium-secrets-deciversery-for-tiberium-wars-asi-internal-alpha Thanks for your time
  9. 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)
  10. Here: http://www.moddb.com/members/intense/blogs/meeting-modders-at-gdc
  11. Sigh,   1. So this is something that has been happening a lot in the past month, even by my friends who know I'm telling the truth.   Sure, a lot of people puff up their resume about 15-20%, it's expected. I don't.   If you see a figure or a result, or a title, it happened, as I put it. or it's a conservative estimate.   My friends are telling me that even them knowing me, and who have been an active part of the organizations I'm listing still find it hard to believe. And if they didn't know me, and were reviewing the document for the 1st time, would think this person is/ might be delusional.   2. The core issue seems to be, that it only really makes sense to those in and around the games industry, any other industry professional has no idea what any of it means, even tho I break it down in conventional business terms, as well as detailed transferable skills. (including a lot of tech companies)   The reaction most people seem to have is not knowing what to make of me or my experience, because it seems in this world, people want single hat specialists, not multi hat generalists.   As a producer, I'm basically an administrative generalist.   But since they don't know what is going on, with my remote experience, they just assume it's all worthless, since they don't understand, and have any frame of reference.Or, they think I have no career focus, which can't be further from the truth.   A while ago, I was told by several people, to remove all my games experience, so I tried that for one version, and it looked so depressing, it made me look like a totally green cookie cutter college student/ grad.    It's better now with remote experience, then it was before 2013, due to what happened with Yahoo, but some older hiring managers (late 30s, to 40s+) are still the same way...   3. I have 5+ years of volunteer project management experience and 3 years of clan management experience (which I did concurrently at school) , and a year and a half of in person work experience. 1 year in management for a nonprofit. (which I did after I graduated college), that is just the broad strokes.    I realized a while back, that I learned way more in my volunteer projects, then all the years of schooling.   Not to mention, all the ways I have proof of it all, they just need to look it up on linkedin or google, or check my references. (Which 99% of people don't bother with while screening resumes in the initial stages, because your meant to do it later, if they pass, initial screenings.)   4. I'm not able to get to some interviews, to actually show them anything. And when I do make it, they usually steer the conversations around my remote experience, and don't ask any questions about any of it.  Sometimes I bring it up, and they just give me these blank stares with a nice smile on their face, I try my best to explain how I'm not playing games but it's clear a lot still don't get it.   5. All my volunteer experience is way more impressive and had way more an impact, then any of my in person paid gigs, and if I emphasize that too much,  it puts me in the big leagues, with those who have been paid for it all, which I usually lose out to. But having so much supervisory experience by my mid 20s makes me look overqualified, and in some cases  looked down on, if I go and take an entry level conventional job, that is meant to be for people in my cohort. (or others ~2 years out of college.)   6. Most of my volunteer experience is not for conventional feel good causes, I notice how people react to others who have say a few months with an identifiable cause, vs. how they react to me, with years of volunteer gamedev.   7. Furthermore, from all I've learned about modding and indie, it's incredibly rare to find people who have been working on a single project for so long, let alone with a large team of 15+   8. The other thing is, I don't "look" like or "act" like, what conventional society and standard business stereotypes would demand and expect for a person with such managerial experience/ success.   Maybe if I was a 6 foot tall handsome looking white extremely extroverted serious type, it would  get their attention and respect for what I've accomplished?   The high level of my resume doesn't really match my usual style and personality. In other words, I'm way more polished and impressive online, than I usually am in person. 
  12. Here's my updated version: https://drive.google.com/file/d/0B99AIuoi-xQqN0I0TWJoc1Q2LVU/view?usp=sharing
  13. Hey Everyone!   http://www.moddb.com/mods/tiberium-secrets/news/tiberium-secrets-going-to-gdc-2017   We salute you!
  14. Going to GDC?

    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?
  15. Going to GDC?

    ummm...   wow.. my face is red....   All Access then...   I don't know  how to thank yall...   I am humbled.
  16. Going to GDC?

    What?!   Are you serious?   I can't say no to that.....!!!!   Wow....   And I thought I knew what above and beyond meant....
  17. Going to GDC?

      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...
  18. 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.
  19. 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.
  20.   Fair enough, However I was not just referring to that, but to all the little things needed to foster good team work, productivity, and communication. I was also using it as a point to show, I've dealt with a variety of personalities and backgrounds. (sure, not in a creative context with the clan, but doesn't it  suggest people skills?)   I know it's kind of difficult to say, since that organization has concluded. and there is no direct way to observe it's functioning.   (I guess I'll remove it, it seems to bring up more questions than showing solutions.     Well, 1st, I thank you for actually doing a bit of digging to be more informed, and able to give me a more pin pointed perspective.    Yes, I understand, it's doing significantly more of what I'm doing, to be considered on a professional level, IDK if I'd agree with your 10% assessment, based on all my research, and interviews I've done with industry producers, but I do know for sure that I work on project related things a lot of the day every day. I never keep track of my hours, since management never really ends.   (If I was paid, I'd obviously be able to do more)   Of course, I know what I do is not equivalent to what a professional producer does, simple difference, is we don't have a budget, and hard line schedule. I find most of my job as just back end management, and motivation.     Thank you Frobb,   I know your trying to help, and I don't think you meant to sound patronizing, but it could come off that way.   The one thing I know I do well is research.   Here's a break down of everything I do. Or a snapshot of it, at that time for that producer project, IDK if either of you caught that when it was 1st released.   https://www.gamedev.net/resources/_/business/production-and-management/industry-producer-interview-project-job-analysis-of-a-games-producer-part-1-r4353   With both of your perception checks, I'm not sure how much "experience" I can say I have....   5+ throws me into the shark tank, but 1 putts me in the kiddy pool.   I usually compromise with 3 years of project management, I know it's all subjective, but something isn't working, and I need to figure what it is soon.    I'm implementing some of yall's feedback already.
  21. Searching For Those Interested In Joining My Team

    Identifying what kind of project your doing would go a long way in finding people that might share your goals, as well as know what kind of style and tools will be needed.
  22. Interesting, I'm surprised you knew the 102nd was for World of Tanks.   I know clan stuff comes off as playing, that's just how it is, but if you ask anyone who knew me then, or who's ever actually ran a clan/ guild, let alone built one, they'd tell you it's hard work. Dealing with people problems all the time....   I hardly played the game, I was there to manage people and conflicts....   Sigh...   Is there a way I can spin that to convey that better? I know I'm working up against a lot of biases and stereotypes...   Should I still put the summary as:   "I have 5+ years of volunteer project management experience and 3 years of volunteer community management experience (which I did concurrently at school) , and a year and a half of in person work experience. 1 year in management for a nonprofit. (which I did after I graduate college)"   or something like that?   I was basically at Animus for such a short time, since I realized I needed that time to find full time work.   Also, despite being an indie, they had paid for Jira, so I was learning that.   But ya, guess it adds more questions that it answers....   I was also keeping it on, to try and buffer the gap since November....when it was under Professional experience.   Most of my gamedev production experience comes from Tiberium secrets.         I just happen to be at school during most of it, it was not done under the banner of school work.   What specifically do you mean? I'm not offended, just curious.   This is what one page looks like:   https://drive.google.com/file/d/0B99AIuoi-xQqVU9aX0ZqT05XNUk/view?usp=sharing   It becomes 1 pages if bulletined, that why  it mainly turns into 2 pages.   This was how I originally had it, (took out core since all said it was not good.   Just for comparison.
  23. fair enough, Thanks, here is a version without that stuff:   https://drive.google.com/file/d/0B99AIuoi-xQqdldkQVhKMUR5Rlk/view?usp=sharing   This was my "core" or "master" version. I customize it based on the industry, I usually make a base version per industry I'm applying for, and then customize that base, this way, I know exactly what's in what.   Thanks for your detailed feedback, there is  lot here to chew on, but before I respond, the page count.   I used to have a 1 page version, it was the same info, just 9.5 font, and without bullets at all. (so it was all paragraphs)   I removed the core skills section, it used to be core competencies, but I recently got the same feedback your giving me right now on that all being subjective. The break down was there, since I was trying to apply to all those industries....     Hmm, For each of those, after I interviewed the people, I wrote up an in-depth report on the subjects, which were each like 15-30 pages.... It was research...the 1st took place for the space of ~3 months, while the 2nd took place over the space of ~3 years.   I could hyperlink  the producer one, which is here on gamedev, but it seems most likely most don't look at hyperlinks in resumes, (not to mention them being printed, scanned, and hard copied for the interview process, not brought up on a computer)         No, I know that, I originally didn't have it in there, and it was in professional experience, but then I was told it looks like I had an actual management job for a month, and given it's classification, I decided to move it down to volunteer.   Most indies are LLCs, and all the one's that I know are C corps are way more business like.   But ya, guess I should remove that bullet.         Sigh, this is the kicker isn't it....   I've actually gotten several staffing interviews based on this alone.   And this is where I honed much of my recruiting skills.   I guess it isn't directly related to production....
  24. I Prescelti... Support anyone?

    If you don't have confidence in continuing your project, how do we have confidence to join?   Also, we have no idea what talent your specifically asking for.
  25. ya, ok, I posted the OP without my resume since I wanted to just get this general feedback on my perception, before the nitty gritty.   I've cleaned up my resume since this version, and removed most of the double line formatting, at the request of a professional recruiter I'm working with, but here is a version of a version that had been in circulation for a few months:   I moved Animus interactive to volunteer experience at the request of the recruiter.   Edit: Hmm, So according to that link to Tom's FAQ, my hobby project isn't "experience", until it's released?   And none of the clan community stuff is "experience" either, even tho if you talk to anyone who's actually ran a guild/ clan for a significant period of time considers it as a job? (regardless of how many people were there, let alone over 100+...)   The transferable skills may not be exactly the same, but I find it hard to accept it's meaningless in a paid work context.   I find myself soft skills rich, but hard skills poor.