Well then. Do take a seat. We have lots to discuss.
The team seems to be constantly changing at the moment. This is sort of to be expected as a mod is finding its feet. Real life takes over, different projects become more important, whatever. But the up-side of this is that we've ended up with a whole host of different people at least having something to say about what's going on behind the scenes, which is really valuable. The Two Toms, badgering away with their level designs until recently, funnily enough did a great job helping us refine the story. Voice artists have made suggestions about the textures, concept artists have made suggestions about the script. It's all surprisingly cohesive. To those who have worked with us and have since moved on: we wish you all the best, and thank you kindly for your help.
We're in the process, then, of helping a few new faces settle in. We'll introduce you to them all when things are more concrete, but from the looks of things these people have considerable talent, and I look forward to working with them in the coming months.
We keep hitting these development walls where we're forced to sit back and say, "Well, we can't crack on with X until Y has been completed..." and, at such times, it's easy to end up thumb-twiddling. As such, if you have anything you think you can offer to the project, please do not hesitate to get in touch. We're in particular need of modellers, skinners and coders to help us out in various areas, as well as high-quality voice artists. You know the drill. Fire us a message with examples of your work, and we'll talk.
Onwards and upwards, then. There might be a little wait before significant updates, but until then, we'll keep feeding you little bits of what we've got so far.
Like these, for example:
All the best,
Lewis Denby and the Neptunes x