Design teams.... it ain't like dustin' crops...


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Posted by Dak on March 20, 1998 at 17:53:33:

ahh.. this feels like the ole alt.games.dark-forces newsgroup. :-)

Editing teams and projects are started every day... most are never more than one guy with an idea "he" thinks will be the coolest idea ever imagined in a 3d game. Most will never see the light of day. The group may try their best to make a product, but conducting a project over the phone lines is a difficult thing to do. DF96 was a culmination of my time as a DF level maker. Me and the gangstas (Hi Carlos!) made a 6 level set. It was hellish, it took months, and it didn't turn out as well as we'd hoped. In the end, DfMaverick took over and really put the whole thing together and finished what was his idea. It was a great and rewarding experience, and i've made life long friends because of it.

Some advice I'd give to would be project makers and JK teams. Don't be in such a big giant hurry to have your project news and name posted on Jk.net. Take time and develop a "good" story. DF96 was written by me, but Rich also submitted a "script" and then my script was edited as we ran into new and cooler ideas. Keep in mind the "team" philosophy. Also, wait till you have something to show before you go announcing to the world your super duper project. Surprise us... Get quality help. The only thing that made DF96 work was the fact that we all had been around the block with DF, and knew eachother...
First and foremost: Don't start an editing project if you can't cleave a sector. :-)

No wait.. FIRST and FOREMOST: NEVER START A FAN-CLUB!!!! ;-)

Long live the DF gangstas!!

-jason



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