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Tib sec 17 3

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Our website: Honorgames.co


TIBERIUM SECRETS CREDITS

Project Management/ Production:

FORMER PROJECT MANAGEMENT/ PRODUCTION:
PROJECT COORDINATOR – CHAD WHITE (PARACOMBATANT)

FORMER CONTRIBUTING PROJECT MANAGEMENT/ PRODUCTION:
PROJECT COORDINATOR, COMMUNITY MANAGEMENT – VICTOR SMIRNOFF (SILENT NOMAD)

Art:

CO-FOUNDER, GAME DESIGNER, CREATIVE ART DIRECTOR – MATTHEW ROSS (FANDORE)
PROMOTIONAL ARTIST – SANDA GAVRILUC
3D ARTIST – JAZMINE OWINS

FORMER ART
PROJECT ORIGINATOR, LEAD CODER, SR. 3D ARTIST – SETH BROWN (UMBRELLA SECRETS) [DISHONORABLE DISCHARGE]
2D CONCEPT ARTIST – ANDREW TAPSELL (ANDTAP)
2D CONCEPT ARTIST – LEWIS UNSWORTH (FELIX)
2D CONCEPT ARTIST – JAMES TW (JAMES OTW)
2D CONCEPT ARTIST – JOSEPH WHITED (INVADER JOE/ DOODLE MONARCH)
HR, 2D ART, COMMUNITY MANAGEMENT – KJELL BUNJES (IQEW)
3D ARTIST – MATT BENSA (MATIJA)
2D CONCEPT ARTIST – WILLIAM KARINEN ( CONCEPTUAL CASCADE/ HEIZENBERG /FLASHBACK FRODO)
3D ARTIST – RYAN FRY/ JOHN MACHOWSKI (RONSART)
3D ARTIST – VIKTOR GREKSA (VGREKSA)
3D ANIMATOR – DENNY JOVIC [PAID]
3D ANIMATOR – BRIAN VANHORN [PAID]
3D ANIMATOR – ALEXEY KUZNETSOV [PAID, DISHONORABLE DISCHARGE
FORMER CONTRIBUTING ART
3D ARTIST – ERIC KUBE (SG1SHADOW)
3D ANIMATOR – DAVID WYATT (RYATTA)
2D ARTIST – ANDREW BETTS
3D ARTIST – VINCENT HU (VHU 9644)
2D CONCEPT ARTIST – WALTER VERMEIJ (PIZZA ATOMICA)
3D ARTIST- SHAWN RICHARDSON [DISHONORABLE DISCHARGE]
3D ARTIST – RENAN ASSUNCAO
2D CONCEPT ARTIST – ALEXANDER HOUSE (ARG HOUSE)

Code:

CO-FOUNDER, LEAD CODER – JOHN NETZEL (COMIEDOG)

FORMER CODE:
PROJECT ORIGINATOR, LEAD CODER, SR. 3D ARTIST – SETH BROWN (UMBRELLA SECRETS) [DISHONORABLE DISCHARGE]
CODER – ALEX SERINO (TIBERIAN FIEND)
CODER – JAMES HAUER (TEKRCHAD)
CODE,3D ARTIST, MAPPER – SCOTT MCFADDEN (MAPPER_SPLAT)
CODER – CHRISTOPHER WOODARD

FORMER CONTRIBUTING CODE:
WRITER AND CODER – MACLAREN CARDWELL (GOLANX) [DISHONORABLE DISCHARGE]
CODER – (HAWKBLADE 124)
CODER – BRAD TURNER (XELNA)
CODER – DAVE JEANSOME (DAVO)
CODER – NARUTO AOZUMAKI (EGOZI44)
CODER – BIGGY (ZEUSBIGS)
CODER – VAIBHAV AGARWAL (JAKELONG00)

Audio:

LEAD COMPOSER- TIM CERNY (CCH AUDIO)
FORMER CONTRIBUTING AUDIO
SFX ARTIST- JUSTIN PRYMOWICZ (JUSTIN P)

Writing:

CO-FOUNDER, CEO, EXECUTIVE PRODUCER –ERIC CHOU (GENERALJIST)
LEAD WRITER- ALBERT BASSILI (LAKITEL)
WRITER- SAMUEL FORD
WRITER- NOLAN LYNCH

FORMER WRITING:
WRITER AND CODER- MACLAREN CARDWELL (GOLANX) [DISHONORABLE DISCHARGE]
LEAD WRITER- JASON KOOP (JFOD)
HEAD OF NARRATIVE- BLAKE ARMSTRONG (ROBOTEATINGROBOT)
NARRATIVE ADMIN AND EDITOR- ADI POTASHNICK
NARRATIVE EDITOR- CONOR WALSH
SR. WRITER AND SCIENTIFIC ADVISOR- DOUG GROSSER (MASTER E. GAMER)
MILITARY HISTORY ADVISOR- JONAS NILENDER
MILITARY HISTORY ADVISOR- ROBERT RANSTADLER

FORMER CONTRIBUTING WRITING:
WRITER- DANIEL ARMISS (PONIC3)

Public Relations:

CO-FOUNDER, CEO, EXECUTIVE PRODUCER – ERIC CHOU (GENERALJIST)
FORMER PUBLIC RELATIONS:
PROJECT COORDINATOR, COMMUNITY MANAGEMENT -VICTOR SMIRNOFF (SILENT NOMAD)
HR, 2D ART, COMMUNITY MANAGEMENT- KJELL BUNJES (IQEW)

Human Resources:

CO-FOUNDER, CEO, EXECUTIVE PRODUCER – ERIC CHOU (GENERALJIST)

FORMER HUMAN RESOURCES:
HR, 2D ART, COMMUNITY MANAGEMENT- KJELL BUNJES (IQEW)

Quality Assurance:

QA LEAD – CODY DEWALD (THEFORTH)

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RSS Articles

New official Honor Games Logo

By Eric Chou GeneralJist

9/11/23

Preface:

This is from my perspective and may be biased in any number of ways. We had originally planned on doing this at the end of 2021 as core leadership, but due to a variety of factors, it didn't happen. Prime among this, the exodus, which I will cover here, I will try not to do a "history" of our organization, as that is already public on our website. I will aim to focus on the lessons and challenges we faced as a development team. I may refer to our history from time to time to keep things chronological and grounded, so I'd recommend reading that before you read this.

As of this date, two of the key core leadership personnel are no longer in contact, Fandore (creative art director) and Jfod, (narrative director), they both left with their respective projects and departments in December of 2021. They had been with us since 2011 and 2015, respectively.

So, without further ado, The Tiberium Secrets postmortem...

Tiberium Secrets was started by Umbrella Secrets in September 2009, and he was the only member until May 2011. During this time, he took on the entire project, scoping and planning out the entire mod by himself. He originally planned for the ASA - All seeing Army. This was meant to be a faction based on the Illuminati.

Fandore joined specifically for 2 reasons. First, he wanted to divert this direction, as it was dangerous to highlight these themes. Second, he saw this project as one of the few being different from the other mods. For reference, this was May 2011.

Preproduction is traditionally meant to be the most creative part of development. This was not the case for us, as Umbrella Secrets kept tight control of the scope plans and direction of the project. In retrospect, this is something that was a double-edged sword. On one end, design was clear and focused, on the other end, we were very insular. Striking that balance between new concepts and continuing the existing direction would be something I would also struggle with as the project unfolded.

In retrospect, we should have been doing continuous recruitment, allowing people to get in on the ground floors. This did not happen, and as a result of our siloed nature, we would have issues in recruitment. Despite these issues, recruitment had been consistently successful in terms of quality and caliber of applicants.

One of our keys to success and being able to attract and retain talent was our structure. This is critical if you want to make anything for any extended length of time. By structure, I don't just mean the structure and documentation of your project, but the structure and documentation of your organization. I call these documents and people “load-bearing”: just as a building has load bearing walls and pillars, your project and organization will need load bearing people and documents.

From my experience to have a successful and stable game dev team, you need solid leadership in art, administration, and code. A key person underpinning and responsible for each, not just in the management of the department, but in ownership of the tasks and execution. When I say "administration" I mean the business functions: from marketing, to general business, to public relations, to human resources, to management. Yes, a tall order. There is a reason why finding suitable management is always a challenge, no matter your industry. Art and code departments should be self-explanatory; however there is another key insight that should help you. Managers and leads are subtle but different. Managers are administrators, while leads are the best performers you can find. Be it through training, education or self-taught. The best performers may not make good managers. And in fact, are often terrible managers.

Building an effective strategy for all of this is challenging, but I fundamentally believe that your passion will carry you through.

Another lesson I learned is to let passion flow, even if it conflicts with your procedures. You may have a specific way of doing things, I definitely did. From the structure I built, I developed a standardized procedure of recruitment and onboarding for Tiberium Secrets. it went like this:

  1. Post a standardized job Ad for each position, by consulting with the respective department lead.
  2. Post ads in all relevant online places I have access to
  3. Wait for applicants to trickle in
  4. Make sure applicants provide their time zone, resume, education/experience, and portfolio.
  5. Schedule an audio interview with the applicants we wanted.
  6. Extend the contract document to those applicants that we wanted
  7. Make sure contract was signed correctly
  8. Give the new member access to our central document repository, hosted on Google Drive
  9. Give them 1 full week of "orientation time", in which they are not expected to do anything besides getting familiar with our files, project and progress
  10. File and document all of this in our Human Resources folder

And this is just our HR process.

I know many of you are not like myself; you're more programmers or artists. but having a person like me take over and lead production, HR, and PR can take a lot of stress off of you, leaving you free to focus on the project itself. I like to tell my department leads, you worry about the product, I worry about the organization.

Many of our community were disappointed and frustrated by our scope cutting, and how we had promised 3 factions, yet only delivered one, which is understandable from a public relations perspective. From a design perspective, most of y’all have no idea just how long and hard it took just to execute one new faction. These expectations and scope creep is a direct result of what I call "the pessimism of experience". We were all new to modding and game dev. Thus we overestimated our abilities, and underestimated how long and how hard implementation would take. People who are experienced know how hard it is, they know the road they took to get them to where they are today, so they are more cautious with their time. And are better in communicating scope creep concerns. However, this naivete allowed us to shoot for the stars.

As you can probably tell, we did things a bit differently than the other mods in our space, beyond that, we looked towards the future of the Command and Conquer franchise, which is exactly the opposite of what most of the other C&C mods were doing. I've harped before on the place of nostalgia in our community, so I'll leave it at that on this point. Nevertheless, this is one of the things that made us stand out. For most of our existence, we were ignored by the conventional C&C modding community. I would surmise that this is because of our very direction and focus. The original purpose of Tiberium secrets was to add new factions, and we did our best to do that.

The other thing we brought to the table, that is usually overlooked in modding, is lore. We introduced oodles of lore; this feature was something that has been well documented as something that both attracted people as well as set us apart. There is a reason why story is king in most creative genres. In games, Code is usually king, but nevertheless, I'd recommend you keep lore in mind, no matter your development stage. Something that C&C did well is that it understood the relationship between story and gameplay. Most games prioritize one over the other. Having them work hand in hand is critical if you want to recreate the balance and success we've tasted.

I could go on and on about the success we've had, and the people this project has allowed us to network with, but that is all well documented, and isn't likely as interesting or helpful to you, the mod maker or indie developer, but I'll just say this, you know how they say, it's not what you know but who you know? well it's both, it's about what you tell who you know. It's about building a community, building relationships. At the end of the day, it's all about what you can build, and who will go on that journey with you. At the end of the day, you know how they say it’s about the journey not the destination? Well development is about the experiences you have not just the end product you make. If I could go back in time, and tell myself just how hard, crazy, cool, and rewarding Tiberium Secrets development would have been, I would not believe myself. I would not believe all the things that have happened, the good and the bad, the frustration and the joy.

Another thing that I should touch on is, why mod? This is ModDB of course, but many people choose to go the indie route, bypassing and looking down on mod makers. Well, modding will allow you to create around established limitations. This is a critical problem solving and critical thinking skill that will serve you well in life, if learned, and applied the right way, and of course, we mod for the passion, for the honor of our beloved franchises, but what does that really mean? what does it break down to in a job interview, or in terms your friends outside of this field can understand? It's about inspiration, inspiration so powerful it facilitates and encourages new adaptations–new and old growth–of a game franchise.

Firing Squad

I know full well that Tiberium Secrets has left its mark, not just on me and the people who were here, but on the industry. I see it every day in the new waves of RTS games that are returning in this renaissance. I hear people talk about it, and see discussions online. So, as we end this chapter in the history of Honor Games, know and understand what I call, "the paradox of creation": Creation doesn't happen in a vacuum, doesn't happen out of nothing, it happens as a reaction to inspiration, it happens as a channeling of our emotions of our life's purposes. It happens to solve a personal problem we have. The cycles of creation continue far beyond the boundaries of our lives. So, if you are starting or continuing a journey of creation, know that you have my support, and know that no matter what you create, or how you choose to do so, it will leave a mark on your life, and everyone your creation touches. So, knowing that, be responsible for what you bring into this world. Because if you don't, it may be tainted by negative passion, and once that happens, it usually stays in that energy form.

I could go on and on about how Tiberium Secrets has changed my life. (And yes, I've even written a book on this very topic.) Yet it's more critical for me to try and pass on the legacy that the Tiberium Secrets core leadership team has started. So, if you are a leader anywhere, keep in mind that what you should be focusing on in this industry, in this day and age, is not control of your people, but how to be a responsible leader. This weighs on me every day, every damn day, how to do the responsible thing for my people, for my community, and for my world. I know we are making games here, but what you are really doing, at all levels of creativity, is you are making culture. This is not just the export of the Western movie industry; it’s what games are to us, and to our successive generations.

So, as I promised to answer, what happened to Honor Games? Why did two of our best people leave? They were people I used to call Friends, and if you know me, that means something. Sigh, well, they were uncomfortable with my mental health diagnosis, they found it too risky, and the fallout of each episode was too high a cost.

And yet, more and more research has linked mental health with creativity. We didn't just lose the movers and shakers of Tiberium Secrets, but of Honor Games as well. And if Umbrella Secrets is out there, I hope your life and health stabilize, I know the sacrifices you made to get us this far, I paid that price too. But in our sacrifices, we forge new connections, new ideas, new seeds, so the future can play out as it needs to. In making the circuses of our modern age, we know where we've been.

As I end this document, I urge you all to take stock of what you have, be grateful, and work to build the life you want for yourself.

We will try an indie version Tiberium Secrets in the future, what I call Equation of Humanity. But if you've made anything, you will know that there is magic in the act of creation.

Thank you all for continuing this journey with us. We would not be who we are, without all of you out there. And to those struggling in silence, to those who develop alone, I tell you, I am here for you, and if you want to talk about the cost of progress, I know full well–let me know.

And now,

"Faith before fortune “~Nod

Nod Scorpion Tank

How Command & Conquer Changed my Life

How Command & Conquer Changed my Life

News 2 comments

I GeneraalJist, release a book on much of what has happened in my life behind the scenes of Tiberium Secrets.

Patching Intention Announced For Tiberium Secrets

Patching Intention Announced For Tiberium Secrets

News

We have not updated Tibsec in a few years, and we now have the time to look into patching it, so it's more user friendly. Please play and let us know...

New community project: Tiberian Cataclysm (The End of C&C)

New community project: Tiberian Cataclysm (The End of C&C)

News 2 comments

Announcing the preproduction of a new C&C mod project that focuses on the future of C&C, with only the original factions. Intended as the send off for...

Indie Tiberium Secrets Preproduction Started

Indie Tiberium Secrets Preproduction Started

News 3 comments

General Announcement of starting Indie Tib sec, open recruitment call.

RSS Files
Tiberian Eclipse File Dump

Tiberian Eclipse File Dump

Other 7 comments

The old gameplay and Writers folders of Tiberian Eclipse, some lore inspiration for Tiberium Secrets, way back in the day.

Tib sec 17 3

Tib sec 17 3

Full Version 5 comments

Some general bug foxes and functionality changes.

TibSec 1 7. 2

TibSec 1 7. 2

Full Version 2 comments

An update for scrin and ASI are give in this update

Tiberium Secrets  1. 7. 1

Tiberium Secrets 1. 7. 1

Full Version 8 comments

This is a full version of tib sec with a few fixes.

Tiberium Secrets 1 7. 0

Tiberium Secrets 1 7. 0

Full Version 5 comments

This is a new version with updated Scrin,adding KW features and changing some mechanics

TiberiumSecrets 1.6.0

TiberiumSecrets 1.6.0

Full Version 12 comments

Version 1.6.0 of Tiberium Secrets, with a revamped GDI army.

Post comment Comments  (0 - 10 of 988)
Neferata13
Neferata13 - - 118 comments

Why is there so many comments made by Guests? Log on ffs, cant tell if its quite a few people who are genuinely concerned about the creator's response or if its just one person with a problem! Literally doesnt help your cause if it is quite a few of you who dont like the author of this.

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Fandore
Fandore - - 92 comments

because he has the rights.. sorry friend, i fear that's it =(

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Guest
Guest - - 695,529 comments

This guy's been deleting some comments I've noticed. Trying to control the narrative I see. You realize that people take screenshots right and that it makes you seem even more guilty?

Reply Good karma Bad karma+8 votes
Guest
Guest - - 695,529 comments

He's done it again. A comment thread correcting him about stealing and consent has been deleted. No spamming or insulting, just reasoned criticism, and he deletes it. I officially see no redeeming qualities in this modder.

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Guest
Guest - - 695,529 comments

He tends to delete ones that makes him look bad. While I was researching I saw some interesting comments he made here on this page, someone took a screenshot of one of these comments he deleted and posted it on reddit.

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zbc258
zbc258 - - 3 comments

I think a well-developed, fun mod is more important than vapid plot lore. The addition of new factions is working perfectly, and that's why I follw you. I hope you guys will continue it instead of focusing on yakking in the forums.
Good luck!

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Guest
Guest - - 695,529 comments

I got into this mod recently. So after looking I started to see this page full of hated comments. I couldn't understand why this community has such a hatred for GeneralJist. So I decided to read all articles that he wrote, I looked at all his comments on this page, I went to reddit and other places this mod has been spoken about and specifically just to see GeneralJist what he spoke about it.

This mod has a bad history and it comes from toxic beginnings. Now the patroen $25 dollar a month for this mod I think was just weird. This mod is portrayed as free but there was a pay wall at some stage.

After reading through these topics I begin to see how this mod plays the victim and attacks critics. People moved on and I got to see why. I think the attack on the Tiberium Essence page must have been the last straw for most of the Tiberium Wars modders.

My point is I understand why people feel like they do. The history is there for everyone to see and make up there own mind.

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GeneralJist Creator
GeneralJist - - 474 comments

people should indeed make up their own minds, but in all your research, did you notice how we were being ignored by the conventional C&C modding community for most of our development history?

As for the brief patreon, it was meant to b a sign of support, and NOT a paywall.

If you worked on a project for a decade of your life, ON YOUR FREE TIME, you'd be ****** if people decided to **** talk and disrespect your work, NO MATTER THE REASON.

Reply Good karma+2 votes
Guest
Guest - - 695,529 comments

Wow. Very mature response. As someone who HAS worked on more than one project for more than a decade, I disagree. You need to grow a pair, mate. I hope that you realise that your response, by default, shows people why you're being disrespected. Do better. You see an ocean of modders doing better than you, so follow their example.

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Guest
Guest - - 695,529 comments

lol, there was a point when you were saying that if people wanted more content or faster progress that they should pay you more. It's gross seeing you back pedal and act like a victim. Your project and your team were questionable and you were doing it for the wrong reasons. People ignoring you wouldn't have mattered if you truly cared about the project. Reality is that it was a money making endeavour that didn't pan out like you wanted and now you're bitter. Gross

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Fandore
Fandore - - 92 comments

Hey, i recant that! i did a good job, at least till gen got full control. well at least for most parts, basic animation cost some... that is true...

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Toreply
Toreply - - 1 comments

Let's be honest Fandore. This whole modding should be a passion. There are a lot of modders that do this as a passion. If you were doing this and looking for compensation then it wasn't anymore about passion, it was then a job. If you want to blame you need money to do a project, why start it in the first place? Its counter intuitive if you say that, it should be something you are passionate about. So the way the team monetized the mod, it soured alot of people. If was a mod that had a very big ambition that in the end stopped due to reasons. After Jist took control everything just went downhill. He pandered that the CNC community is full of people that are Carnius lap dogs (he deleted the comment because it made him look bad and he realized that), but to he honest Carnius deserves his respect, not like this team that attacks people for being jealous that they never got the recognition they thought they deserved. In hind sight when Jist announced he would leave, I thought he might move on and actually grow up. But alas we are back to where we started. If your team is dead set on continuing your mod, at least learn from your mistakes and move forward as a shining example for the community, not just a group of people that wants money for something that's over committed and overhyped. At least know your limits and humble yourself.

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Guest
Guest - - 695,529 comments

There was not much ignorance to your mod, it was more that you didn't want to hear anyone give any feedback from that was negative. Now any modder would take feedback from multiple sources. It looked like you took only real feedback from people that simped (I cant think of a better word) the mod. To be honest I couldn't see it that it was ignored because it was the best mod, it looked like it was ignored because of how the people were treated and how the mod was funded through patroen. It's probably the only Tiberium Wars mod to be funded like this.

If you have a patreon it is a pay wall, since it's not a donation it still required you to test the mod before others. Also to note this is completely against EAs terms of services.

At one point I read something you said that the mod transfered over ownership to you... so I am not sure about this point.

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Fandore
Fandore - - 92 comments

ok so i had to reply seance gen is not capable. first, we got pro-mission from EA, second, we did not make a pay wakll, i dont know where that came from. we offered the same updates from ythe paytreon. it was just a way of support because animation is not cheap. we where funding the lively hood of the mod and nothing more. thsts it.

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GeneralJist Creator
GeneralJist - - 474 comments

sigh,
patreon is not a pay wall. And we were not "funded" that way. It was an attempt for people to show support.

As we have IP distinctly separate from C&C, it's signed over to the company. All rights are signed over this way, including mine.

I nor anyone else have ever removed negative comments on our project, during it's past development. Regardless of platform. As long as it stayed on topic, we allowed open discussion.

We should focus on the merits of the project, not my personal conduct. I was wrong to be so guard dog like, yet some of you are using "guest" privilege's to dodge responsibility of your words and actions.

Reply Good karma+2 votes
Guest
Guest - - 695,529 comments

Well I won't argue about pay wall as I can see no matter what I say you won't see it as such. Just know the law is clear against placing money on content which main IP belongs to EA. I suggest you read EAs terms of services, VERY CAREFULLY, as I probably can guess if this mod does resume you will want to "fund" or "paywall" your mod through some means since you are a company and you will probably need to pay your employees. That's all I will say I have researched the mods history and your character. I set out to understand this history and I got a good idea now of this mods infamous history. Goodbye.

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