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What can someone who isn't interested in doing artwork do for a mod?

bazookatooth

Grizzled Veteran
May 14, 2009
127
137
My title kinda says it all, I am not interested in doing artwork..I am god awful at art and can't even draw a stick figure. I would like to get into modding, but the only information I see is to learn how to make in game assets..is that all there is to it?

I have a background in computer science and will graduate in about 5 months with a BS in CS to give you an idea of what type of skills I might have.
 
I think ppl whole make economic, effective 3d models (ie they work to a tight polygon 'budget' and make best use of UV map space) do indeed have an inherent skill - i guess a kind of combination of artistic 3d space awareness and general puzzle solving abilities.

once they learn to use the software most ppl could make a pretty model if they use a large enough number of triangles - the clever bit is creating a model with the illusion of being more detailed and complex than it actually is.
 
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My title kinda says it all, I am not interested in doing artwork..I am god awful at art and can't even draw a stick figure. I would like to get into modding, but the only information I see is to learn how to make in game assets..is that all there is to it?

I have a background in computer science and will graduate in about 5 months with a BS in CS to give you an idea of what type of skills I might have.
You have 3 serious options:

- Level Designer
- Sound Engineer
- Programmer

Level Design (mapping) tends to require art ability, as you'll frequently have to create your own meshes and materials if you want anything other than a cookie-cutter level. That said, it can be learned as you go and all level designers tend to start rough and improve as they go.

A Sound Engineer requires a background in audio and it helps to have access to proper recording equipment, a recording studio and mixing software/equipment. It doesn't sound like you have any of that though.

Programmers are the work horses of a mod team. You put in the most hours, everyone turns to you when they want information or something done and you can't show off glitzy PR shots of your work, but you do have a little more control over what features get added to a mod and what doesn't. You don't need to know anything about UnrealScript to start with, but you do need experience in OOP languages.

I don't include web admin here because I don't consider it part of working on a mod. While it is contributing to the team, I get the impression you want to actually work on the game itself. It is an option though if you have the skills.

As a CS student though, I suspect you're probably geared best for programming. If they're teaching you right, you'll have Java and C/C++ experience and that's all you need. UnrealScript is very much like a simplified hybrid of the above and for the basic stuff at any rate, it's easy to pick up. The more complicated stuff like replication can take a bit longer, but you learn as you go. If you want to look into this as a serious option, I'd suggest you start by downloading the UDK and then following Hourences' tutorial to get a basic game running. You can skip the map parts. Then just have a bit of a play around and see what sort of custom stuff you can get working. Once you've familiarised yourself with the engine and the editor, you can start looking around the announced mod teams and see if anyone needs another programmer. We tend to be in short supply, so I don't doubt there are potential slots available. Don't apply for Rising Storm though - I'll save you the trouble there, we already have a full complement of programmers. I suspect some of the other mods though, do not.

[url]http://www.hourences.com/an-entire-simple-udk-game/[/URL]
[url]http://www.udk.com/[/URL]
[url]http://udn.epicgames.com/Three/WebHome.html[/URL]

Hope this helps.
 
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Actually if you have zero (interest/talent) in art or programming, or sound, there are still jobs that need doing for most mods.
Researchers for historical mods (are you good with libraries? Just basic google skills here won't cut it really)
People people (community organizers, forum moderators, and public relations people)
Testers (people that will actually stick around and test things are hard to find)

And there are usually a few off jobs here and there... Project managers, systems people, and so on.
 
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You have 3 serious options:

- Level Designer
- Sound Engineer
- Programmer

Level Design (mapping) tends to require art ability, as you'll frequently have to create your own meshes and materials if you want anything other than a cookie-cutter level. That said, it can be learned as you go and all level designers tend to start rough and improve as they go.

A Sound Engineer requires a background in audio and it helps to have access to proper recording equipment, a recording studio and mixing software/equipment. It doesn't sound like you have any of that though.

Programmers are the work horses of a mod team. You put in the most hours, everyone turns to you when they want information or something done and you can't show off glitzy PR shots of your work, but you do have a little more control over what features get added to a mod and what doesn't. You don't need to know anything about UnrealScript to start with, but you do need experience in OOP languages.

I don't include web admin here because I don't consider it part of working on a mod. While it is contributing to the team, I get the impression you want to actually work on the game itself. It is an option though if you have the skills.

As a CS student though, I suspect you're probably geared best for programming. If they're teaching you right, you'll have Java and C/C++ experience and that's all you need. UnrealScript is very much like a simplified hybrid of the above and for the basic stuff at any rate, it's easy to pick up. The more complicated stuff like replication can take a bit longer, but you learn as you go. If you want to look into this as a serious option, I'd suggest you start by downloading the UDK and then following Hourences' tutorial to get a basic game running. You can skip the map parts. Then just have a bit of a play around and see what sort of custom stuff you can get working. Once you've familiarised yourself with the engine and the editor, you can start looking around the announced mod teams and see if anyone needs another programmer. We tend to be in short supply, so I don't doubt there are potential slots available. Don't apply for Rising Storm though - I'll save you the trouble there, we already have a full complement of programmers. I suspect some of the other mods though, do not.

http://www.hourences.com/an-entire-simple-udk-game/[url]http://www.hourences.com/an-entire-simple-udk-game/[/URL]
http://www.udk.com/[url]http://www.udk.com/[/URL]
http://udn.epicgames.com/Three/WebHome.html[url]http://udn.epicgames.com/Three/WebHome.html[/URL]

Hope this helps.

I really appreciate you taking the time to type that out. Yes, I am versed in OOP. I will look into that tutorial like you said.
 
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