Talk:Successful Mod Team Tips
This is a rough draft of what I hope can be a good set of pointers and tips about what makes a good mod team. Tell your stories both good and bad! --Holtt
- Thanks Tim - I'll add my comments from projects i have been involved in. --Amckern 03:49, 29 Dec 2005 (PST)
- Robin Walker's presentation contains tips for teams.
- Small as possible
- Focus on production
- Avoid management
- Don't hire anyone until you're about to fail
- Scope design by resources
- Don't grow the team to fit the design
- I myself still believe in one person mod(from Garry's Mod to latest Mistake Of Pythagoras)...carefull design can make it possible and it can still deliver a new experience.--n-neko 05:45, 29 Dec 2005 (PST)
I think people need to realise that they are making a mod. People don't get paid, they do it out of fun. A lot of the modern HL2 mods seem to be started out with the intent of being the next CS. I think this thinking is doomed. You should do it because you love doing it not because there's a pot of gold at the end of the rainbow. A lot of people disagree with me here but I also kind of think that artwork and maps should usually take a back seat until you've actually got something hard out. I don't really agree with huge teams. You only really need a programmer and a fluffer to get started. Always bear in mind that it's just a mod.
My mod team "nightmare" came from the realms of Nuclear Dawn. They had some really awesome concept art. Their mod leader (DaveK or something) contacted me and asked me to join. I explained that I was really busy with my own stuff but I'd help them out when and if I can. So he gave me some dumb assignment (predator texture on player model). Which I did and he seemed pleased with. Then 2 days later he told me on MSN something like "Thanks for your interest but I don't think we're going to be needing your help" and I was like "Oh ok".. and he explained that I was too slow. Ok I thought. Then a week later he contacted me again and was like "Hay do you want back in" and I was like "HELL NAW". I was talking to a mapper that used to be on their team and he told me that they went from a 40 man team (yes, 40 - WHAT) to 5 in the space of a couple of weeks. I think the moral of the story is that mods are meant to be fun, when it turns into unpaid work people leave.--Garry Newman 07:31, 29 Dec 2005 (PST)