Brego said:I remember watching Highelf's tutorials, helped me take my first steps into 3D-modelling and modding
Thank you!
And I can attest that Yoshi is/was one of the most helpful and patient people ever. All around awesome guy.
Brego said:I remember watching Highelf's tutorials, helped me take my first steps into 3D-modelling and modding
Efe Karacar: How did you get into Larian Studios?
Arch3r: When I decided to look for internships, as I wanted to do one as part of my Master's, I just emailed companies that interested me. One of them was Larian Studios. I think I e-mailed about 5 of them, but most of them had some non-English language requirement, so Larian was the best candidate.
So, I emailed their company and they said they were interested in a Game Design intern, so naturally they asked for my CV and portfolio.
In my Portfolio I included my modding projects, by showing the amount of downloads on sites such as http://nexusmods.com and screenshots + the design of them. This was interesting enough to them that they gave me additional assignments. In the end it was completing these assignments that landed me the actual internship.
Efe Karacar: Which projects, exactly?
Arch3r: I asked later, apparently there were a lot more applicants, I am unsure of the number but it was hinted there were around 10 or maybe even more, for the same time period. So, there was some competition. They said my assignment was one of the best and my experience with modding certainly helped with that.
I think I referred only to Full Invasion. As, this is one of the oldest mods with a *lot* of downloads, plus the spin-off Full Invasion 2 was born from it, so it's easy to sell.
Efe Karacar: How did you present Full Invasion?
Arch3r: Eh, I don't remember exactly, it's been a while ago. But I believe I explained the gamemode briefly, plus it success (download-wise and it still being played in the form of Full Invasion 2, after what ... 6 years?)
Efe Karacar: Didn't you mention about the official DLC?
Arch3r: Oh, yes I did as well.
Efe Karacar: What were the assignments about, by the way?
Arch3r: Hmm, sort of making a process-diagram for a specific quest. So starting with blocks on where the quest could be obtained and how and then the possible steps and outcomes of the quest, while keeping in mind of the game features such as teleport or just outright killing quest NPCs.
Efe Karacar: Like a document? A prototype?
Arch3r: Some flowchart website. I went a step further by actually making it into a prototype though. Even though it wasn't required. According to the lead designer, my quest was the most watertight and made most sense story-wise. It was a lot of reasoning and adding personality and surprises as well. I definitely tried to make something unique, so I like to think that's why. But you never know.
Efe Karacar: Can you compare a modding team environment to the environment in Larian?
Arch3r: Sure. Larian Studios was a much larger company, with about 40 people in the main office in Ghent, Belgium and 100 to 120 people worldwide (at the time, as was told to me). In such a large team, everyone gets some pretty well-defined tasks, normally.
However, Larian was quite loose with this, especially Game Designers were also expected to chip in on other tasks (including some scripting, bug fixes and level editting). I also had the task for example to make sure XBOX controllers worked fine, as they planned to release to consoles at that time. Another thing was adding Chrome support (for Razer keyboards, f.e.), so the tasks could be quite broad. Mod teams are a very different thing, as usually they're very small and if you wanted stuff done, you should be prepared to do *everything*.
Luckily, I had some good teammember in Fredelios who was very consistent, but some other people can just disappear or not do so much. Pretty much 99% of the code was written by myself, as a solo project.
In a game company, like Larian, you have a lot more people to fall back to, but it also meant they had to put in place a good workflow and version control. Everything I made was to be checked, so I'd commit the changes and it would go on a special 'to-check' list, so the Lead Designer (or experienced other projectmember) would confirm it's good enough to place in the actual game.
So, if mistakes are made, it's easy to revert and it's checked by others. With modding, some projects can fail simply because you lose the overview or create some seemingly unsolveable bug.
Efe Karacar: What happened later on?
Arch3r: I think I joined at the worst possible time. Holiday season, after the big D:OS2 release. Even though they advised me to come in the period so, the time period was very unlucky.
As when I said: "Please, just tell me the best period to come, as I want a good and productive internship", he wrote the actual worst dates.
Efe Karacar: How was it worst?
Arch3r: It was just bug-fixing, next to no creative process. My Supervisor himself (the lead designer) went on Holiday for 5 weeks, after I had only been there for 1 week.
So, I didn't really know what to do and had no supervision, so the things I did do didn't had any meaning. They just temporarily made me do map design/level design stuff, but none of it was used in the end.
But, I think they are actually very passionate people working there. Some of the people working there are amazing, for sure. Overall mood is quite relaxed and flexible.
In different circumstances, it might have been a real cool internship.
I never expected something so basic would get so popular.NPC99 said:Thanks for Bridge Battles - its a mandatory feature for every mod.
However basic, it should have been in the base game. You corrected that ommission.Arch3r said:I never expected something so basic would get so popular.NPC99 said:Thanks for Bridge Battles - its a mandatory feature for every mod.
And all the while the fans were asking “when is it going to be released?” and all we could answer was “when it’s done!”
DtheHun said:Baldur's Gate <3 !!! I still have its 5 CDs with paper case from the late 90's.
Efe Karacar said:Wyrd bið ful aræd
kalarhan said:Just got my pre-order from Steam.
I have being playing M&B for years (since original). Recently I started to mess around with mods and Brytenwalda really impressed me.
Now you are making a new version, with vikings, all the cool stuff (features) from the major mods (Floris, Brytenwalda, Diplomacy, Clash of Kings, ...) I really like. Win/Win. AND a story-mode!!!
Cant wait!
ps.: imagine what the modders will do with the new game version!
Answer: The truth is that I think I have an overflowing creativity problem . Even as a child, I used to draw comics and wrote stories. Then I took it forward, trying to write novel and historical essays, and later, I explored to change here and there with different video games. The truth is that I've always liked to experiment and look for new ways to relate stories.