HelpMe wrote:1.Firstly, how do you start a project or campaign? Is there a particular order in which you do things?
For starters, I generally flesh out my project/campaign in the most basic questions. Which genre is it gonna be? (And I mean Sci-fi/Horror/Mystery/Politics/War...) On what platform will it be based (BW or SC II)? Will be fresh brand new or take a hitch at the universe (Follow SC storyline)? Will there it be custom graphics/characters/worlds?
Most of it, I simply write out in the most pre-historical of programs: Notebook.
Notebook is primitive, doesn't allow most cushion sletouts Microsoft Word can, but I was quite used in writing piles and piles of ideas and quotes and whatever else on it. Whether I have an idea I write it out, let it out to cool off for a moment and then check it out whether it's worth it or not.
Notebook is also where I make out the scripting for missions I have an idea for campaigns. It's also where I write characters and such.
So, if I'm to start something, Notebook, as a guideline, is a first to flesh out what I want. Was like this with old, failed projects like Trial By Fire and Memories of a Queen and future attempts like Duality and Fateway.
For secondaries, I go on planning a story and/or campaign progression in a streamway of ideas so I won't have to change in the middles of making a map. What kind of gameplay should it be? What challenges will it present? Macro or Micro? What do I want to do and when I want it to happen?
The third thing on Notebook is the Characters. I define characters by four traits: Personality, Belief, Look and Development. How will that character behave? What does he/she want? How does he/she look like? Will he/she stick to his/her initial self or will evolve to another thing entirely? After that, it's about making the name and backstory, the roots for things. A good example for name and background can be seen here:
With all that done in Notebook, I can then focus either on starting graphics for the BW custom MPQs or go on straight to map editors and flesh out stuff. Then it's sound editing, voice acting, finalizing, beta testing and so on...
HelpMe wrote:2.What do you think are your strengths as a creator?
Story and lore-wise, I believe I'm quite good in telling a story, making an idea or creating a character. This Killzone 3 Fanfic of mine,
The Black Rose, is quite a good example of my reach in writing and detailing a story.
Also, as time went on, I came out being quite solid in not only developing Brood War maps, but mods as well. I could now create custom buildings of mine and color/mashup new units. My explorations with ScmDraft 2 came out quite productive when I wanted to make out those multi-layered heights and extended bridges I viewed when Ascension of Duran came out. IceCC proved to be a challenge until I've read Mesk's tutorial (Recommended reading, BTW), and then it was maniac fun with making stuff...
On the sound department, I have a quite solid record of developing new sounds when I started experimenting with Audition. The voices I've been making for campaigns and sound editing done to other projects is quite a proof.
HelpMe wrote:3.What about weaknesses? Do you have any?
Custom graphics and programming. I'm zero at programming. All I know was the crappy basic C language anyone learns in college. And I'm a VERY slow learner for this stuff, so much in this area as in others.
By custom graphics, I mean 3d. 3d is both a blessing and a curse for my skills. I don't know how to flesh a low-poly model out of a high-poly one. I don't know about normal maps or how to work with them. I don't know how operate those damn texture maps and their material properties without turning them into a shining, colorful P.O.S like my Nathaniel Frigate. Worse, I'm still on Mental Ray level, as I couldn't effectively pirate VRay, leaving unable to access it without resorting to Capitalism.
Also, SC II map editor, as I'm getting started right just now. :p
But a good thing I've learned concerning 3d was modelling (Albeit basic) and UV (Which I do in a VERY slow manner - manual.).
HelpMe wrote:4.Do you consider yourself productive? Do you follow a schedule or routine when you have a project?
I don't believe I'm productive at all. I produce at the time of my liking, when something good comes by in my head or when I'm fed up playing SC II, Zeus, K&M or AoE 2. But when I produce, I generally want to come out like if it was worth the time invested, be it in writing, graphic or sound. I don't follow any schedule or routine, and I'm very crappy concerning this stuff, given my fanatical love for games and playing them. So much in digital as in normal life.
HelpMe wrote:5.Name in order of importance the elements that you value the most in a campaign (story, modding, music, etc).
Story is Nº 1 priority. How it presents. How it develops. How complex or basical it is. How appealing or disgusting are the changes, twists, retconns and alike. A story for me, can be imaginative on Inception-level, appealing on Killzone level, ridiculous on SC II/Tron: Legacy level or complete catastrophes on Stormrise level. But it's not only on those, but how I'm attracted by it. I believe I'm an ASS concerning tastes that get my attention. But once it gets, I'm sure to keep a close watch on how it goes out.
Graphics is Nº 2, not just quality, but how creative it is. Stormrise was a terrific example of how well intentioned and creative were the universe, units and actions concepts, but ultimately failed on quality, courtesy of the fuck-ups in Sega and Creative Assembly, who were too enticed with the sorry excuse for a control Whip Select was. If something gets my attention simply through the graphics, I'm on to check it out.
Sound is Nº 3, and it encompasses so much music tracks as SFX as Voice Acting. For ones, I thought Too Human, despite all it's flaws, had a decent library of weapon SFX and a solid music, while Transformers: War For Cybertron had possibly the best Megatron VA Fred Tatasciore ever created, massively overshadowing the overacting made by Peter Cullen (I pretty much compare Optimus Prime to Deckard Cain, sometimes).
Music, I take it on Zimmer level, who might be the most decent composer on the current Western industry. And whether I feel rock/metal/electronic effects are simply placed to add hype I feel they aren't worth it. Knowing what to put and when is key for me concerning music.
Finally, I take gameplay as number 4 priority. How it plays out and how smooth/crisp/quick it is. Games like Darksiders and Batman: Arkham Asylum greatly encompass examples of fluid close combat with simplicity, albeit BAA is far simpler than this. How controls are composed and how can they react to my actions and how CLEAN they are is what defines my standards for playing a game.
HelpMe wrote:6.Which aspect of making a campaign (or any other creative process) do you enjoy the most? And which do you dislike?
Starting. That's what I like doing. Setting a go, letting the hype and emotions and imaginations flood my mind in a torrent of how great it can be and how best it'll affect me and others once I finish it. What I dislike is having to pause, abandon or let go of something for a while, ESPECIALLY if I'm stuck on something, pretty much like happened with The Black Rose and how much it's now happening with a Duality mission...
HelpMe wrote:7.What inspires you, motivates you to create?
My desire to leave my mark on the modding/campaign area. My desire for a small, but tangible legacy. My need to finish something, so I can prove I'm not so worthless. Even if I don't finish, I want to make sure I have something for display so people will have an idea of the universe/story I was creating.
HelpMe wrote:8.Finally, what are the goals you aspire to as a creator? Do you think you are close to achieving them?
A rather over-the-top ambitious goal:
To fully make Duality a mod looking so close to a fully fledged-game. While not being able to change SC II's core concept completely, I'd like to make sure Duality would have entirely new custom graphics, terrain tilesets, custom UI and interface, Blizzard level CG cutscenes, original score, new effects and a more optimized editor than that of standard SC II editor, reminding the simplicity of StarEdit.
My only regret is I'm only at 0,1% at it. Perhaps I may never achieve such a goal, but I also don't give a damn. I'm not in a hurry, and, as I told it, I'm a very slow learner...