Laethyn, "personality' will play a major role in the selection process, (if I can call it that ).

Essentially in the last 2 years I have worked with remote teams members to develop addons for a specific AAA game. Most of these team members came from that field, and yet, our small development team, 4 people who had complimenting personalities, produced a hugely succeful mod of 8+ new maps and game modes. In contrast another team, sponsered by the game developer, with considerably more members, failed to produce a single thing.

So yes, it is very important.

We intend to produce P-o-C's that are competative with the mainstream market and we believe we can do just that with the right people working together. We have tools in place that will allow us to project manage and support the team remote or otherwise, to get us where we need to go.

We will also be constantly looking for new concepts, trying to get a rolling program going. During concepting we implement a cooling off period, a time where we don't think about the idea, and instead start a new idea. This allows us to be objective about the concept and if we then select it for the next stage, alpha development, it would be nice if we had a small group of people, who we have a good relationship with, experience team work, to develop these ideas.

We need people who are proffesional and creative, but someone with dedication and a problem solving attitude is possibly more important.

Maybe I can give an example:

Currently the RPG concept, has just passed a key workflow test, that is establishing a complete workflow to get models into the game. This has been done. Using a combination of hand animated and mocap source we have some very realistic and compelling animations, including fighting, parry and so on.

Yet in our demonstration we are just using the basic biped template to make the guy walk around. Why? Well we know the animations are now in place, our modelers and skin artists can now work on content, not process. And if we need to see the animations we can just look in MED of better still in Studio Max.

But if someone wrote a new move code, deisgned to work with our animations, we would be a big step closer to that P-o-C. We have skills here to do the work ourselves, but its a question of time management, and better use of resources.

So with a few of the right people we could make faster progress.

Thanks for your interest laethyn


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