I was just reading the
Black Mesa (A HL2/Source nostalgia modification bringing back the first Half-Life, with a vengeance) interview with YouGamers (which can be
found here). I've been following Black Mesa's progress for a while now. It sounds sgood and, without trying to sound pompous, they are like us in that they are a slow-going semi-perfectionist team making something that will be done "when it's done" and kick serious ass.
One bit that stood out was the inevitable closing question regarding the troops that were lining up to join the development team (okay, so that's another respect in which we differ from them
).
YouGamers: If someone wishes to begin a career in modding, what should he do first? What would be your top three tips for the n00bs?
Rose: 1 - Be self-reliant! Learn how to solve problems and do things in the editor by yourself, with the help of documentation, tutorials, Google, or whatever. Try to fix your problems or achieve your desired results on your own before asking for help on editing forums or from other people. If you do things this way, you'll learn a lot more, and it will make you much more competent as you go along.
2 - Have a good eye. For some things, this is really applicable, and not everyone has what it takes. Level design, texture creation, and other asset creation positions require attention to detail, an eye for color and light choices, and other visual talents. If you are not as artistically or visually inclined, then perhaps learning how to code, manage assets, or write game documentation is for you.
3 - Practice! Your first level will never be perfect, neither will your first texture, or first model. If you keep practicing, you'll learn new things. Always try to take something away from failed attempts, whether it's a scrapped level or a model that didn't turn out quite right. It's these experiences and failed attempts that make the successful ones look even better.
The three pointers are obvious and perhaps even clich?d a bit, but coming from a modder, it's good advice nonetheless. I remember trying to say more or less the above to more than a few beginning Quake 3 skinners some years ago, and it would have been neat if I'd been able to present them with three such nicely formulated tips. :]
Anyway, I hope they're nearing Media Release 11...