Project overview: Tiberium Secrets seeks to introduce three new factions that can stand in conjunction and potentially independent from the Command and Conquer Tiberium universe, complete with diverse units, structures, mechanics, and lore. Players will take command of a mysterious human faction intent on ensuring the survival of its species without concern for red tape or ideologies, a biological experiment turned hunter of their creator, and an artificial intelligence believing itself to be the next evolution of humanity. (in-game tweaks/Changes and content for the original factions will only be produced/done/released after the new factions are concluded) . Read More...
A Cross promotion & an Industry Producer Interview are released in this news article! (this is a special anniversary update, and doesn't count as one of the 10 planned "Feature" content updates.)
So, as we mentioned in our last "News Article", this time of year marks the 1 year anniversary for new team formation.
Instead of a long drawn out montage of all it took to get to this point, let's quote from our breathtaking "personnel records", which span over 75 people who have been directly affiliated with us, ~60 people who were not a match, and 35+ Industry/ business/ other project contacts we've connected with, totaling at least 170 qualified individuals & their affiliated organizations, since June 2011, (you all know who you are). Not to mention the 100s we've met through various game jams. And of course, all you in the community, from here, there, and everywhere.
You all have your time. I promised myself and the team I'd keep this short, and wait till the official credits to thank all of you personally.
We started as a team of 4, some have come and gone, but despite it all, we have come incredibly far.
So, we've decided to try and give back to the game dev community by provideing concrete links to others we've networked with, who pursue & embody the strength, will and courage it takes to Inspire.
As you all know, we here at Tiberium Secrets believe in driving our passions to Big: ideas, goals and, pictures.
We're the types of people who aren't satisfied with small change, nor a forced choice between quality and quantity. We continually seek to understand the art of dreaming, planning, connecting, and executing for the long game.
A moddb staffer once asked me about my craft:
Q: What's the single most important quality for doing public relations?, Is it dedication?
A: Dedication is a given, without it, nothing else will come. I'd say discretion--knowing what to say, when to say,and to whom to say it, as well as knowing the times to say nothing.
Thus is the same with all our respective crafts, knowing enough to know the right tool, for the right time, that is what sets us apart.
But enough of my musings! Without further ado, our Cross promotion for Indie Of The Year 2015:
And now to separate the gamers from the game designers, so for those who are serious about getting into the Games Industry, we had a chance to sit down with one of the legends of C&C and beyond. Done while I was a University of Irvine undergrad, for a Games Producer Job analysis project, February 19, 2015.
Warning: If you prefer to play games than make them, this may not be for you.
Interviewer: Eric Chou (GeneralJist)
Interviewee: Louis Castle
Sit in: Matt Ross (Fandore)
Connecting Contact: Kristen Andrews (Nod Soldier Girl) Community BattleCast Primetime
Releasing brand new Concept Art and new parts of the Storyline along side insights about the changes to the team roster and our publishment plans are...
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