This is the primary text of our press kit. Please contact us if the full Kit, with instructions/ terms and all of our logos are needed for promotional purposes.
1.1: Project Overview
Tiberium Secrets is a total overhaul mod set in a parallel universe that introduces three new factions that can stand in conjunction and potentially independent from the Command and Conquer (C&C) Tiberium universe. These new factions come complete with diverse units, structures, mechanics, and lore. Players will take command of a shadowy human faction intent on ensuring the survival of its species without concern for red tape or ideologies, a biological experiment turned hunter of their creators, and an artificial intelligence believing itself to be the next evolution of humanity. Vanilla tweaks/changes and content for the original factions will only be produced/released after the new factions are concluded, despite any of our documentation, concepts, and lore that we may refer to or show for world building purposes.
1.2: Mission Statement
This project's aim is to create an aesthetically pleasing, diverse and intriguing play-style for each faction, drawing inspiration from many other works and real-world subjects (including the Tiberium related canceled projects of Westwood & EA)
Beyond the additions that we will be making, we have a desire to further diversify the three vanilla factions of the Tiberium universe. We wish to present them as they might appear following the events of C&C3 within the bounds of the parallel universe that we are creating.
2.1: Why this project?
Although the motivations of our individual members naturally vary, most are doing this for their respective portfolios, beyond that, the core leadership partially do this project to pose a possible future for the Tiberium universe, and potentially the franchise as a whole, which has had limited official support from Electronic Arts for some time.
By introducing new factions with new storylines, we weave a path for inspiration and innovation, using and pushing the limits of both the engine and the cannon, to novel yet familiar heights.
We strive for quality across the board, to honor this franchise that revolutionized and started the genre of Real time Strategy (RTS).
We do this to show just how far passion projects can go, and how innovation can come from unexpected places. We are a testament to the importance of having passion for your work. And how standing back, or waiting for others to make your dreams a reality just doesn’t happen.
Lastly, we clearly differentiate ourselves from other C&C mods because of our future focused designs and perspectives.Where most mods, C&C inparticular are caught up in nostalgia driven pursuits.
2.2: Why C&C?
It may be assumed that most of all who do this project have total passion for the franchise, that’s actually not true. ⅔ of our team has consistently been made up of those who are new to, or who are returning to the franchise after some time. Our applications further reflect a larger percentage. Although we have no data to the percent of C&C loyalists to new members for other C&C projects, it’s clear by the size, scope, and accomplishments of this project that we appeal to a significant population.
2.3: Reception, Connections, and Accomplishments
Despite being an unreleased project for so long, we have 360 K+ views , and also placed #121 for mod of the year 2015, we consistently make it in the top 10 during each update. Potential pool of 27K+ projects. Our community feedback also speaks for itself.
We’ve done interviews with franchise legends Louis Castle and Mark Skaggs, who are aware of our efforts. We’ve been in contact with Frank Klepacki, Elie Arabian former lead artist at westwood studios, Christopher Mejia former QA at EA during C&C3: Tiberium Wars development, and Xander Davis former UI Manager at petroglyph .
Notable quotes from our community:
Despite us having a generally positive outlook, we are aware of some in the C&C community that are not as interested in our developments, mainly due to the fact that we are less nostalgia driven, and less focused on fully developing the original factions as other C&C mods tend to do. Beyond that, our community has naturally fluctuated, since we’ve been in development for so long. Not to mention, official support for the franchise by EA has been largely discontinued.
However, we do also have a small but hardcore community on our forum, which is currently not too active. Their incredible passion for our project can be sampled at any time on our forums page. Most are brainstorms, the quality and quantity of which are a testament to our depth.
There is a few gems that are worth highlighting that makes it all worth it:
“After I re-read my late posts, it seems to me that I have been posting as if this mod has been 'diminishing' in my eyes. Please do not think that. This mod is, if not much greater (it is), at the same very-high level in my eyes as it has always been. This mod gets the most respect and attention from me than any other mod, to be honest. It is because this mod is what most others are not; in my eyes it has potential to out-do most any other, if it hasn't already. Keep it up!”
In response to GeneralJist 7/23/2012:
“I'm so honored you chose this mod to dedicate yourself to, this is more than i expected, and as one of you said a while back, with how much each of you contribute, it's like having 20 people on the forums.
Hope this is a sign from the universe we're doing something right…”
“No problem. And also, it is you guys who made me like this mod. Once I saw the 'shroedinger reference' (Remember? It all started with that little bit of words.) in your update-thing, I knew there was a scientific mind here. And it seems I was in the right. You guys have pushed modding this to a limit, then broken it, then pushed it farther, then the cycle continues. Having a community shape the mod is even better. Had you not provided this opportunity, we wouldn't be doing this. Think of all we contributed so far. Then try to categorize it and fit it into another mod. You may find at most 2 others, and that is while searching far and wide. And the simple opportunity [of everything] in the 3 new factions paves way for much creativity. And the list continues. To summarize, I chose this mod because you didn't give me a choice. And thanks for the compliments.
You have done me, the community, the fans, the... Nay, you have done humanity a favor by starting this grand project.
I know it sounds a bit cheesy and the sentence fluency is a bit [Haha, understatement...] off, but as you said- Sometimes I need to say things, and I'll say whatever it takes to get the point across. Be it rant, explain, discuss, brainstorm, hate, praise, etc. etc. etc. I'm also very tired now, so please excuse errors.”
3.1: A Brief History
Started September 2010 by Seth Brown (Umbrella Secrets), he was the sole member till Summer of 2011, when Eric Chou (GeneralJist) and Matt Ross (Fandore), joined a day apart, despite not knowing each other. Mr. Brown was the principal coder of the project, who also did the art aspects. Mr. Ross taught Mr. Brown the fundamentals of art, and they worked together on a daily basis for nearly a year. To allow them both to focus on development, Mr. Chou lead all the other administrative concerns, including writing and PR. He also helped co-planned the mechanics and lore, documenting, structuring, and coordinating development.
During this time, all core structures for the 3 new factions were created, and the ASI’s ground and air vehicles were developed. Plans for the 3 new factions were formalized, alongside plans for the 3 original factions.
In summer 2012, Mr. Brown left the project due to personal reasons, leaving no documentation of his work. Despite this significant setback, limited development continued.
In November 2014, John Netzel (Commiedog) took over as lead coder, restoring the project to full development. Tim Cerny (CCH Audio), co-owner of a full sound studio in illinois, also took on lead Audio at the same time. Due to their significant contributions, team formation anniversary was moved to reflect this change.
Development continued full force under Mr. Ross, the creative director who facilitated asset integration between the department Leaders into the game engine, by leading the art department.
ASI infantry were created, ASI soundtrack and SFX were developed, and ASI Animations were nearly completed.
3.2: Current Status
We are currently at the threshold for Closed Alpha.
Our plans were to run through the phases of Closed Alpha in these coming months, and to be ready for open Alpha in time for mod of the year 2016, which typically begins in the end of November.
Delays anticipated due to historic flooding in the state of Louisiana, where Mr. Ross resides. Threat assessment in progress.
Go Fund Me Page Created.
After the ASI are concluded, our development cycle has us return to the Colony. We may also have an extended open ASI Alpha, to allow for better feedback. Nonessential personnel on the development team will take a well deserved break.
The nature of Tiberium, and related environmental mechanics/ features will also be considered during Colony development.
(These are what will be included in the 1st release.)
- All ASI structures & most defences.
- All ASI units
- Written and audio cannon for the parallel timeline
- ASI soundtrack & SFX
4.0: About The Leadership
4.1: Eric Chou (GeneralJist)
Taking on the responsibilities of the project coordinator/ producer, PR Lead and Lead Writer, he got his humble start on the official C&C forums as a dedicated community veteran back in 2007. He started playing the franchise when he was growing up, seeing Tiberian Sun in a library, and from that moment, he was hooked. He noticed a recruitment post in the forums for a project called Tiberian Eclipse (TE), which he later co-lead, and wrote the narrative for in November 2010. It was in doing outreach for that project he met and recruited former co-founder Seth Brown (Umbrella Secrets). TE ultimately failed 6 months later, and he joined Mr. Browns project.
In terms of other aspects of life, Mr. Chou holds 2 associates degrees, one in psychology, the other in general studies science. He also holds a bachelor's in Psychology. He has a life long passion between the interactions between psychology and technology, and was a co-founder and recruitment manager for a 150+ member gaming clan for 3 years. Mr. Chou is also currently project Coordinator for a nonprofit.
When he’s not involved in the above pursuits, Mr. Chou reads and watches science fiction, philosophy, and comedies.
4.2: Matt Ross (Fandore)
Taking on the responsibilities of Creative director, he leads the art department and makes sure all development assets are of sufficient quality and meet technical specifications. Mr. Ross is a self taught artist, with a few courses here and there. Always on the quest for artistic excellence, he pursues his passion as best he can, despite unfortunate life and family circumstances. Mr. Ross Joined the project because he saw something different and unique in the project’s potential. He saw something that needed refinement to succeed, and he dedicated himself in pushing the artistic limits of both Mr. Brown and the project as a whole.
Starting with Bryce, he progressed to 3ds max for all his 3D development. Mr. Ross also has experience with several different engines and editors, including the Spark editor for Natural Selection 2.
When he’s not involved in artistic pursuits. He plays other games for inspiration such as Chrono Trigger, his favorite game. He’s an expert in agriculture, and was a member of Future Farmers of America. He’s also a rather handy person, familiar with electrical wiring and plumbing to some degree.
4.3: John Netzel (CommieDog)
Taking on the Lead Coder position, Mr. Netzel was previously the lead coder for The Forgotten, a critically acclaimed community success, which added the mutant faction to C&C3. This project included original FMVs and a campaign for the Forgotten faction, an overlooked lore and gameplay aspect from earlier games. He also managed to complete the entire project through only email communications, a significant feat onto itself. He also worked on C&C All Stars for Generals, a mod that took the three C&C universes and pitted them against each other,which brought back classic units to settle fanboy bickering over the best C&C game once and for all. Recruited by Mr. Chou, he joined the team because Mr. Ross significantly contributed to another RTS project he’s part of. Singlehandedly rebooting the Code department, he set things back in order.
Inspired by the Red Alert 2 mod Eagle Red in 2005, Mr. Netzel got his start adding a nuclear-blast- shooting sniper unit into the game. He was soon arguing with people over what was and wasn’t possible in the aging and somewhat limited Dune engine, and was pleased with the vastly increased moddability of the SAGE engine used by the later C&C games.
A geologist by trade, Mr. Netzel also enjoys hiking and working on amateur programming projects. His preferred programming language is Java, and he’s also currently tinkering with the Unreal engine.
4.4: Tim Cerny (CCH Audio)
Taking on the Lead Audio position Mr. Cerny Co-owns a full sound Studio in illinois.
“Tim is from the Chicago suburbs and has been working as a professional sound engineer for over ten years. He handles all the technical aspects of recording, mixing, and mastering music. In addition he handles sound design, foley, and audio restoration services. Tim attended school at the Rochester Institute of Technology in western New York. He now lives in Chicagoland area with his wife Andrea and his son Archer.”
(Placeholder from the above website, until he has time to write his own section.)