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Recruiting For RTS mod (Forums : Recruiting & Resumes : Recruiting For RTS mod) Locked
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Jun 27 2011 Anchor

I'm looking for a few good modders to sign on for a new mod for zero hour. So far I would need a someone to do Textures and Coding as well as other things such as PR and website design. I have a lot of experience leading a mod team as well and creating models and concept art although someone who is adept at making models would be very well received. If your interested I could PM more details.

ind1
ind1 Evil Genius
Jun 28 2011 Anchor

Any Background story/ idea of your potential mod?

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Hi

Nightshade
Nightshade Senior Technical Artist
Jun 28 2011 Anchor

No one will message you about this. You might get lucky and get a total noob at Maya or C++ if you are lucky but that's about it.
Your presentation simply sucks: nothing is even remotely interesting about your post - how do you expect to recruit anyone this way? You should answer these questions:

-What are the game mechanics of the mod?
-What will make this mod stand out?
-Why will people play this mod?
-What do you offer to the team?
-What previous experience and education do you have?

Edited by: Nightshade

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Senior Technical Artist @ Massive - a Ubisoft studio
Portfolio | LinkedIn

Jun 28 2011 Anchor

Well I don't want to leave a lot of information up front because I want to leave room or change down the road but the main idea would be to add 2-3 more factions as well as including black comedy and HD models and I did say what I was going to do within the group and I did say my experience.

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No this was an idea of mine which i just bumped

Nightshade
Nightshade Senior Technical Artist
Jun 28 2011 Anchor

First off:
-No one is going to steal your idea, and even if they do - wont you be better at executing your own idea?
You don't have to give off a story, hell not even all game mechanics. Genre, artistic style, a few gameplay elements and a main game mechanic.

Second:
-You say you have experience of modelling and concepting - good, but where is the proof? Why are there no links to any screenshots or a portfolio? Most people wont bother checking your ModDB profile you know - we see so many mediocre recruitment threads every single day here.

Third:
-My point is not to be a hardass but to tell you what you NEED in order to recruit people. Most ppl here (at least we who "are" modders) have bad experience with mediocre dev teams and don't want to find themselves in that kind of situation again. So ask yourself how you plan on making those people interested if you can't even pitch your game idea properly or present yourself and your team in a professional way. Like I wrote above: there's so many mediocre recruitment threads around that you really need to stand out in order to get any attention.

Edited by: Nightshade

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Senior Technical Artist @ Massive - a Ubisoft studio
Portfolio | LinkedIn

Jun 28 2011 Anchor

User Posted Image

I've only really just learned texturing but I am pretty good at models, don't criticize the sketcheup though and I did have had examples of artwork they where taken down though, the mod itself is supposed to add completely different factions with very different play styles and units as well as featuring new game play elements such as neutral units(Like the ones in tib sun) and more captureable structures.

Oh and the tank was a really early model just to be a example for future models.

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No this was an idea of mine which i just bumped

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