Update #1: Jobs, Falskaar, Updates, Tutorials, & Reviews
#1
Posted 24 July 2013 - 08:32 PM
Where to start. I suppose I should go over what lies ahead for me. This will be short; I don't know yet. I've said it before and I'll say it again, I'm keeping everything that's happened since Falskaar's release private until something definitive occurs. When I accept a job somewhere, then I'll get things out in the open and let you all know what's going on. Your support so far has been incredible, far greater than I could have ever imagined. Though, again, I must ask that you don't threaten to bash/hate Bethesda if I'm not hired. You may (Somehow...) think you're helping, but in fact you're probably hurting my chances with them. So, please be respectful of them. I do also want to thank all of the other mod authors that have released compatibility patches for Falskaar. It's awesome of them to go the extra step to ensure that the users have a friendly experience with all of our mods combined. So, thank you!
Moving on to Falskaar. What lies in it's future? Well, I'd like to support and develop for it in some form or another until the next BGS game (Fallout 4 probably?) comes out. We don't know when that will be, but E3 rumors suggest that it could be October of 2015, meaning I could have potentially two additional years to keep up on Falskaar. I'm not going to make an entirely new mod, since I think Falskaar still has a lot of potential left, and it would be a waste not to take advantage of it. So, you can expect patches and fix bugs, additional content like levels, locations, and details, and possibly, in the very distant future, maybe even an expansion pack or two. It all depends on what my schedule turns into, where I work, and exactly how much time I have to put in. But I assure you, I'll put at least some in, and keep the content rolling. As for how I'll be patching, in terms of time scale, I'm going to do something similar to Bethesda. Releasing patches less often, perhaps every month (or few months). But these patches will in turn be larger, adding (hopefully) new content in addition to a lot of bug fixes and tweaks. These patches will be entire uploads of the same base mod, since keeping an update plugin, or content/expansion plugins separate from the main one would be a lot of work and waste time that I could put into actual development of fixes/content (Not to mention it needlessly complicates everything).
Moving away from mods directly; tutorials. As some of you know I've always wanted to make more tutorials. Well, hopefully now that can be more of a focus. I have a HUGE list of things I want to make tutorials on: scripting, dialogue, files, adding shouts, quests, actors, worldspaces, interiors. Along with more discussion topics like level design, quest design, methods of implementation and creating a clean experience. Hopefully I can get the ball rolling here and start releasing tutorials on a more regular basis. This again, of course, depends on my schedule and what exactly happens to me in the coming weeks.
Another thing I have wanted to do (hopefully as another form of giving back) was mod reviews. Now, I'm working out a system to provide fair critique, since I know reviewing mods has always been a touchy area. I'll post a video on that with more details once I have the system worked out in full, and I think I'm ready to make it a series. (perhaps doing 'seasons' where I release a weekly episode or something for like, 10 weeks) Such reviews would be just as much for me as it was for the author/community. Reviewing other's work from a critical angle is a great way to learn and improve your own. I may also include game reviews, but I may want to focus my content a little more, and this may lead to branching out too far in too many directions. I did release a single review on my old channel a long time ago, and I had a lot of fun (and learned a lot) doing it, so we'll see.
I want to find the best way to release information. Currently I'm a bit all over. I have a facebook page, which I usually use for more in depth stuff like this. I have a YouTube channel, but video updates take a lot more effort to make with little gain, so that is best kept for more tailored content. (like tutorials, discussions, reviews, trailers, etc.) I've considered making a tumblr or something like that. I remember reading Notch's updates when he was developing Minecraft. He'd always post (Somewhat random) awesome stuff that was great to read, and I may set up something similar.
A lot of you have requested that I do a live stream, but I can't honestly think of something that stands out as super live stream worthy. What should I stream? A game, something else? Why? What would I be doing and what would make you interested in watching? One thing I will not live stream is Falskaar. If I were to do something like a 'developer commentary' on that, it would be in an edited video, which brings me to my next (and final) point.
Behind the scenes and related content. There is a LOT of stuff I could show you guys. The kind of stuff I love to see from game developers, so I know there has to be at least a few of you out there that would love to see it. Content like before and after, progress during development, and the development change log. I do want to thank my friend, Timothy Thomas (Youtube.com/perflexive - great channel with interesting science/learning/thinking videos) for filming a behind the scenes with me in February. It was never released, and I'm not sure what will happen with it or if it will ever be released. But he put in the time (Over several weeks while things kept breaking and we worked to get it done) and I thank him for that. I'll post specifically about this later on when a decision is reached on the BTS footage and what I'm going with it.
So, I think that's everything. A big update covering a lot of different stuff related to me, my mods, and where I want to go in the future. Hopefully I covered everything, and answered a lot of questions. Let me know what you guys think about all this, I'm always interested in hearing the communities thoughts. And sorry again about this wall of text, but there's really no other way to get this all out there, so we just had to work through it!
Thanks again for all the support. It's been a crazy ~10 days, but I'd like to get focused again and start moving some things forward!
#2
Posted 24 July 2013 - 09:38 PM
I hope everything works out for you, and thanks for the great mod.
#3
Posted 24 July 2013 - 09:47 PM
#4
Posted 24 July 2013 - 10:46 PM
It will be good to hear where you get hired. Maybe we will see your name in the credits for Fallout 4!
#5
Posted 25 July 2013 - 09:49 AM
And good luck with bethesda!
#6
Posted 26 July 2013 - 11:44 PM
Though technically a mod I can't bring myself to call Falskaar anything less than a DLC. And an incredible DLC. Ignoring for a moment it's origin from a single talent, it is like that movie where the sequels were descending in quality and suddenly a "IV" is blockbuster. Bethesda should marvel at your accomplishment... singlehandedly. I know I do.
Whether or not Bethesda does the right thing, you WILL find a suitor that fits and opens the road ahead. My only recommendation is when you arrive absorb everything, avoid the BS like its the plague and build on that golden goose of talent that is yours and nurtured by Dad....
And when you've learned what you like and made contacts who can do the things you don't.... start your own outfit as soon as you can :-)
#7
Posted 31 July 2013 - 06:12 PM
#8
Posted 07 August 2013 - 11:32 PM
#9
Posted 08 August 2013 - 09:54 PM
I just don't see why they would hire someone who hasn't work on an engine. yes you have experience in the creations kit a very dumb down version of what they used. you may want to actually design your own game. you should look into the UNITY3D engine its free and its fun to use. lots of kickstarter games are using it now. get your hands on it while its still free. you proof that you have the desire to learn and grow. so you may want to start that way.
Sorry I don't follow, I purely see why Bethesda would hire a guy like Alex that played with their CK for over a year full time and learned the in and out of the game engine and CK they used for Skyrim! Experience with dumb down CK?, well lately I believe the CS, G.E.C.K., CK are not really that far from the actual tools they use inhouse for development. They lack some of the fancy stuff but for sure that is related more to licences and pure company IP policies than "dumb"ness.
Correct me if I'm wrong but Alex interest is 1st to work for Bethesda, 2nd game/level design or the other way around or the mix of it what ever fits best, why should he then learn or need to create a totally own game from scratch with UNITY3D? And in that case what's wrong with UDK, CryEngine or Source engine? (If we talk released triple A games)
To nail it, to be a good chess player you propose all to manufacture their own chessboard and chess pieces and depending on how these look they might be hired as a professional chess player? What about actually have the mind to play chess? (or in this case use the tools to create something)
This is not all focused at you personally by your single post, I just followed some threads about Falskaar and I'm just curious how so many people have so strong opinions on how things should be done and what really is needed to be hired to work with games without being in the RL position to tell out of own experience?
#10
Posted 10 August 2013 - 10:12 PM



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