You can add me to your list. I'm new to these forums (a buddy linked me to this project), but I am not new to modding, modeling, or game development. I think this is a fantastic idea (I'm a big fan of ASoIaF), and actually, I think this is exactly the way to go about starting a project like this... It seems to me, you're just gathering interest to see what's feasible. That's a perfectly natural place to start. It's where I started on my major project and it's been a big success so far. Now, a little about my experience: Editors/Engines: I have very little experience with the Oblivion engine, but I have worked with a bunch of other editors and engines. I have worked with the Unreal Development Kit and several of the Command and Conquer editors/engines, as well as the Unreal-based splinter-cell editors. I learn these things extremely fast, though, so don't count me out in this area. Modeling/Texturing: I've been modelling casually for years and have a few good friends who do it professionally. I've worked with 3ds MAX primarily. I also have some experience working with ZBrush. My best work is environment and object models, though I've done some decent work with character rigging, texturing, and animation as well. I've also done a ton of environment texturing work, including some procedural stuff that I use to generate unique static textures and I could definitely make some of that work available to this project. I also have good experience with particles and effects-based modeling/texturing. Height maps: I've got TONS of experience with height maps. I started out on BRYCE3D when I was little and used it for years along side Terragen and 3ds MAX in my environment modeling. Project Management: My biggest strength is probably here. As I mentioned above, I'm working on a long-long-term project, building a game from scratch with UDK . I have a some friends working on this with me and I found that the pre-production preparation of outlining and deadlining and then the production process of managing goals, deadlines, versions, changes and tweaks, people's abilities, information, story, and ideas is really the key to moving the project forward. I have a good system in place to ensure clarity and transparency as well idea-generation so that everyone is on the same page, expectations are clear, and people are generating awesome stuff that really contributes to the project as a whole. I'd be happy to share my experience in this arena with this project. I'm also great at building teams and playing people's strengths. So anyway, count me in. I've put my long-term project on hold for an indefinite period because we've reached a point where we'd have to start dedicating serious time and nobody on my team can do that yet, so no need to worry about it interfering with this. Good news is that means I'd be able to dedicate a pretty good amount of time to this per week, too.