The select handful of you who know who I am what and I do know that I am a modder/designer by heart. I've spent my entire life since 1999 making total conversions for games like Brood War, Diablo 2, and lesser known titles. My strengths are writing, audio (including voice acting), and overall design. I dabble in graphics and at one point I was even composing music.
I strongly believe that if one is to devote himself to the cause of Creation, that is to bring his dreams to life, it is best to pursue this in the most absolute manner possible. So, to say, I don't like making "small" projects. To me, an individual "map" project is not really worth my effort - though at one point I thought otherwise, even going as far to make my own AoS in Warcraft 3. But I also treat gaming as an experience of art, and from this perception all of my opinions and designs are based. There is no room for cutting corners or rushing. At the same time, though, I fight impossible odds mentally and physically, and every day is a nightmare to endure.
When I was still strong I was able to challenge any avenue of learning. Unfortunately, the one thing I was never able to get into was programming. Today, unless you know programming you are in deep shit for making a significant project. In 2001 I was content to kitbash models and convert stuff from Lightwave to Rhino 3d and go from there, but by 2004 I was making my own models. By 2009, when I released my last public project and last Starcraft project, AO, followed by the mini-project ZAPOC, I had mastered all of Brood War except for ASM.
But AO was not a big project. It wasn't even a total conversion. It was a technical demonstration and a proof of concept, a half-finished concept. I had reached the limitations of Starcraft in many ways, exceeded them in others thanks to DoA's plugin. But the project itself was, in large, a meaningless waste of time and effort. I no longer had any project ideas that were possible in BW, and I moved on. After AO I privatized all future projects and do not plan to release any non-video content to the public ever again. I ended up privatizing all of my old projects largely because I was embarrassed of them and how bad they all were.
Before and after AO I was always planning and attempting projects of much larger scale. I planned to go into Project Offset and make a grand game project for many years. But Project Offset never came out except for licensing (Firefall AFAIK is still using project offset's engine). Ironically, the UDK, an even better solution, eventually appeared. But I was, and still am, unprepared to consider such a thing beyond concepts.
My concept for a UDK game is an ARPG in the vein of God of War and Alice: Madness Returns. Because my graphics abilities quickly stagnated in 2004 I have been unable to improve in any significant manner since then. I can make simplistic box-modelled objects and hack apart existing models to an extent. Thus, my concept proposes to rip and remaster characters assets from other games for a UDK project. This I know is doable, possible, and within my skill level. However, character assets are merely a component to such a huge project. I cannot simply rip my way out of programming. Black Sun Episode 1, a video project whose production was stretched across 4 long years, taught me I was unprepared and ill-equipped to deal with long productions or demanding productions. Even so, Black Sun featured three races worth of ships with sound data on a scale never before seen in a Sins mod and a massive amount of particle work. A far cry from an indie game, but still something.
In my game and mod design and in my game reviews I believe strongly in something I have summarized as a GEC. Gameplay Elements Concept. The four elements are simple - Graphics, Gameplay, Sounds, and Computer AI. My philosophy revolves around all four elements being equal, and all four elements being driven to delivering your story. If any element falters even the slightest all elements suffer. The reasoning for this is explained much deeper in the CC podcasts, the 2042 GEC, and lengthy articles I've made across the years.
So, when considering a UDK project like the 2042 project, I consider all four elements. The Gameplay is the easiest for me to figure out in the most basic respects because of my extensive experience in the genre. I have a very strong understanding of what makes or breaks games like these. Not the faintest clue how to actually program any of it, but I know what it should feel like in its final incarnation. I'm not too big on planning or scheduling shit. I do things as they come and as I feel like it. So that understanding is enough for me to say I'm very confident in how I want my gameplay to be like. Graphics is a mixed bag. I can only rip so much. Remastering means modeling a shitton of weapons, armor, doodads, buildings, everything I need to fit my concept. The workload for modeling is intense. I can model stuff in my skill level fast but I get burned out very fast, too. Audio would be easy. Computer AI would probably be extraordinarily difficult. Balancing these kinds of games is tough business, and computer AI plays an integral role in the overall presentation and challenge in the game. Even a game that is very easy, like Diablo 2, becomes much harder with retuned AI. But I'd be rather fucking with AI at the tail end of a prototype than trying to figure out how I'll even be able to start learning programming.
Another thing I strongly believe in is strength in individuality. I don't like teams. I find that in every circumstance I've been in a team, "formed" a team, or helped a team, it has always detracted from a project. I believe that if someone is going to start a project, much less "recruit" for a project, they should from the start be able to carry the project 100% to completion on their lonesome. There is no room for "idea" guys, a leader is a leader in true form, carrying the project on his shoulders. To extend upon this, I don't have team members regardless. I outsource specific odd jobs, like voice acting lines, and keep all production completely internal. This is another big thing I've talked about in the past. Some people work differently, and surely have had different experiences than me here. But most people also never get their projects past concept stages. Working solo means no obligations, no stress, no communication bullshit. When you outsource you tell your buddy all he needs to know and that's that. He doesn't need to keep up or feel obligated to help you otherwise. Additionally, my failures are my own. I don't let anyone down when I inevitably fuck everything up. I depended on a guy for data editing in sc2 and the data editor broke his spirit. Now I'm at a very tough part of the project and I have no data experience at all. I'm in serious shit. I should have taken it up from the start. Even the most trustworthy people you know can't be depended on 100% of the time. A project needs total conviction, devotion, and passion. Or you're better off not starting at all.
I'm going on 25 years old, so I'm pretty old to be in this business now. I have outlived the modding lives of virtually every single person I was associated with from 1999-2004, and only 2-3 people I talked to since that era are even associated with modding anymore, and only ONE person is actually, tangibly active now. I've received multiple industry commission offers from indie devs and others, and have turned them all down. It's because I don't believe in working for other people, only myself. Over the years I've become stricter and stricter in my views because of my experiences and overall mindset to creation. In many ways I am just bitter than I haven't been able to improve any of my skills for so very long. In others because every time I see laziness it just pisses me right off. I live for Creation. My life's work is a novel I've not touched for two and a half years. I will die having failed the ultimate goal I set off to do when I took my first breath as a free-thinking child. For that there is no forgiveness.
So to me, the prospects of large projects, and the creation of large projects, is an hourly subject. I don't play games much. The last game I devoted serious playtime to was Halo PC/CE. I was pretty good at it. Nowadays if I'm not making commented game playthroughs (LP's), which are the only reasons why I pick up a game now, I'm sleeping or dreaming of the next thing to attempt.
At this point in time I am slowly working on a Starcraft 2 campaign and am considering attempting a new Black Sun video. I felt I learned a lot, grew a lot, during Black Sun's production. I feel that I am better prepared for a new Black Sun project. A lot of the pitfalls and software problems I ran into I have solutions to now. I'll share my considerations for the purpose of this thread.
Black Sun originated as a Total Conversion for Homeworld 2. It transitioned to Sins due to engine limitations. Sins is more limited than Homeworld 2. Comparable to Brood War in how archaic it is. But I ended up sticking with it. I produced a demo video and then focused on sc2 casting. I returned to Black Sun and produced another demo video. After a time I realized my conversion concepts were not possible in sins because the computer AI is 100% hardcoded. No scripts, no build orders, nothing. That killed the project as a conversion. I decided to switch it to a video project. But I handled the production very poorly.
Not only was I trying to shoehorn in dialogue and other junk I didn't know how to present, I wanted to avoid telling a lengthy story. I ended up wasting insane amounts of time and energy on recording during production only to replace those recordings anyways. At least several times. 20-30 hours of recording turned into 1 minute of video in the composition at max during any given recording sitting. I got very depressed and very burned out extremely early into this part of the project. I projected a 1 month, 3 tops, production life. I spent a whole. Fucking. Year. I couldn't improve my modeling to make complex ships, I couldn't get control of the composition, and above all I lost sight of what it was I even wanted to do. At the end of the road I wanted to simply prove to myself I could actually finish it. I did finish it. I destroyed myself to finish it.
In the insane idea I actually seek to redo/remake Black Sun I would approach the production from a different point. I would not attempt any ingame recordings until all asset creation was 100% finished so I could focus exclusively on recording and cherry picking recordings. I would do dialogue differently. I would mostly have it narrated by 1 character. Think Marius in d2. I am thinking of trying to represent characters by rendering ripped assets from Lineage 2 (the Lizardmen look close enough to Anahn) with very specific settings, 2-tone colors. Blacks and whites, mostly. I can use overlay and blending stuff in Vegas to give the blacks effects, kind of like how I did the special effects in Episode 1. I have not actually tried to do this yet, but I'd need to make sure it'd turn out the way I am hoping before I put down my wallet on Rebellion.
The second thing I would change is how I actually introduced assets. In Episode 1 I bounced back and forth revising stuff in a never-ending cycle of perfection seeking. Since I'll be building off of Episode 1 assets I will immediately start with a huge revision like when I left Episode 0. But I will invest much more time into this revision and seek to make it the only revision necessary until the end of asset production. The third thing I will change is how I recorded fights. Episode 1 had 50/50 decent/bad camera work. I know what was bad and what was good.
The hardest parts of Black Sun will be doing the things I couldn't do in Episode 1. That means the Bloodstone Caverns environment. I have not even the slightest clue how I'd make that. I think I would make a custom planet model that is very large and manually set the collision to zero. I'd need to hand model the caverns and then give them reasonable texturing. This is going to be insanely hard, probably the hardest part in all of the graphics other than making pre-rendered stuff. Above all, though, the hardest part will be keeping heart in the difficult times and not allowing myself to slip into total machine-mode marching again. I lose all sense of quality control when that happens and I really lose sight of what I'm doing.
It is my hopes that if I decide to go through with this idea, and I do have these problems, I can switch back to sc2 to take a break from that work. But my future with sc2 depends on two things - if their 3ds max exporter is any good, and if they make the data editor less sluggish. The sc2 project is something I'm not really going to talk about because a lot of it is very uncertain, other than my testing elements.
Well. There's not much more to say at this stage. Do you have aspirations for a large project? Why? How you will approach it? What are you aiming for? A project could constitute as many things. A novel, conversion, indie game.
Reference material for my work ->
(This video is nearly 4 hours long, so set aside some time if you're genuinely interested)
tl;dr I'm a colossal asshole who pisses away his life trying to make stuff I can't make. How about you?
Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.