Does anyone on this forum have a modding team. If so reply and tell me how to get started. I love being able to play games and hate not being able to do anything about it.
Eric F.
Eric F.
Here''s a guide to making mods for Half-Life(most of the stuff applies to mods in general) written by Robin Walker:
http://collective.valve-erc.com/index.php?go=mod_howto_1
http://collective.valve-erc.com/index.php?go=mod_howto_1
For Unreal mods, start at the Unreal Wiki.
Best way I''ve found to get started in modding is to go to the community websites (ModDB) and find out what folks are doing. There are several basic options as a modder:
1) Content-only mods (ex new levels) - this requires some artistic skill, and will probably require a couple of people, usually at least a texture artist and a level designer, sometimes extra folks such as musicians, modellers, and voice actors.
2) Small code-based mods (ex mutators for Unreal-based games) - requires a coder and possibly an artist or two
3) Total conversions - these will modify both content and code, and require all of the roles listed below.
The fields of endeavour include:
1) Artist - couple of flavours, including concept artist, modeller, and texture artist. You create pictures or 3d models that are used during the creation of other content, such as levels and special FX.
2) Level Designer - you have to know different things depending on the game you''re modding. For most games, skills in using the level editor are the basic skillset, and then things like sound effect insertion, dynamic items placement, and even, in the case of Deus Ex, conversation and plot-point creation.
3) Musician/SoundFX - you need a good ear for music and the ability to convert stuff to a common format (usually mp3 or ogg)
4) Coder - you need to be able to write script in the scripting language (Quake C, UnrealScript, etc) and use the coding tools such as compiler, debugger, etc.
5) Writer - Usually only good for single-player mods; you need to be able to write cleanly and succinctly with style and flair. You need to be able to deliver something that''s well-thought-out and uses a format which clearly indicates how the flow of action is supposed to happen - film script, for example.
6) Website - you need all the skills of the web designer, which usually consists of some flash, a little HTML, some script knowledge, and basic layout and art skills
7) PR - you have to be able to gather information from the mod team on a regular basis without being annoying, and then deliver it to the right places with the right amount & type of spin
8) Lead - you have to put all of the above together. Sometimes this is the only person on a team, doing everything by themselves. With a multi-person team, you need all the skills of the PR and writer guys, with some extra level design skills and, most importantly, MANAGEMENT skills. If you can''t run a group of people (ANY group) like a well-oiled machine, don''t bother trying to lead a mod. You''ll have to put a LOT of time into the pre-design before you recruit a team, and then you''ll have to demonstrate a significant skillset to recruit a team, and then you''ll have to put a lot MORE time into getting things into a good work groove after you recruit a team.
It is VERY difficult to get a consistently high levels of work from a large mod team, so whatever you do make sure you''re working hard at doing it whenever you get free time, and MAKE time to do it right.
YMMV, of course.
ld
Best way I''ve found to get started in modding is to go to the community websites (ModDB) and find out what folks are doing. There are several basic options as a modder:
1) Content-only mods (ex new levels) - this requires some artistic skill, and will probably require a couple of people, usually at least a texture artist and a level designer, sometimes extra folks such as musicians, modellers, and voice actors.
2) Small code-based mods (ex mutators for Unreal-based games) - requires a coder and possibly an artist or two
3) Total conversions - these will modify both content and code, and require all of the roles listed below.
The fields of endeavour include:
1) Artist - couple of flavours, including concept artist, modeller, and texture artist. You create pictures or 3d models that are used during the creation of other content, such as levels and special FX.
2) Level Designer - you have to know different things depending on the game you''re modding. For most games, skills in using the level editor are the basic skillset, and then things like sound effect insertion, dynamic items placement, and even, in the case of Deus Ex, conversation and plot-point creation.
3) Musician/SoundFX - you need a good ear for music and the ability to convert stuff to a common format (usually mp3 or ogg)
4) Coder - you need to be able to write script in the scripting language (Quake C, UnrealScript, etc) and use the coding tools such as compiler, debugger, etc.
5) Writer - Usually only good for single-player mods; you need to be able to write cleanly and succinctly with style and flair. You need to be able to deliver something that''s well-thought-out and uses a format which clearly indicates how the flow of action is supposed to happen - film script, for example.
6) Website - you need all the skills of the web designer, which usually consists of some flash, a little HTML, some script knowledge, and basic layout and art skills
7) PR - you have to be able to gather information from the mod team on a regular basis without being annoying, and then deliver it to the right places with the right amount & type of spin
8) Lead - you have to put all of the above together. Sometimes this is the only person on a team, doing everything by themselves. With a multi-person team, you need all the skills of the PR and writer guys, with some extra level design skills and, most importantly, MANAGEMENT skills. If you can''t run a group of people (ANY group) like a well-oiled machine, don''t bother trying to lead a mod. You''ll have to put a LOT of time into the pre-design before you recruit a team, and then you''ll have to demonstrate a significant skillset to recruit a team, and then you''ll have to put a lot MORE time into getting things into a good work groove after you recruit a team.
It is VERY difficult to get a consistently high levels of work from a large mod team, so whatever you do make sure you''re working hard at doing it whenever you get free time, and MAKE time to do it right.
YMMV, of course.
ld
No Excuses
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