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Pathos

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Everything posted by Pathos

  1. Okay. I added you on MSN. Send me a message over there if you get a chance. And no immediate rush on the story ideas. Whenever you or the team get an idea that seems to work, let me know. Also: I'm not registered? I thought I was... Maybe I'm very confused.
  2. I'm awake right now due to an unpleasant case of the flu, so if you want to discuss specifics, feel free to AIM me. To answer your questions: I would be happy to send you some examples of previous things I've written for my own enjoyment. They're not posted anywhere but I could rectify that if you wanted. And in relation to the made-to-order piece, it doesn't have to be something even related to the game. Just give me something to demonstrate my skills and I'll work with that. I'm currently just a general Physics major - my university doesn't have specializations. Though I've taken all the way through Thermo/Stat Mechanics and Analytical Dynamical Systems, so I could probably help with Physics coding. I've not yet looked through the D3 Physics physics engine yet, but I definitely could. I'm in the PST timezone. California, to be specific.
  3. I forgot to add: I'm a professional Maya modeler and my coding of choice is VC.NET. So.. I'm glad to hear you don't have a pressing need for either of those jobs, but given that (from what I've seen) you those are the tools most employed by this project, I'd be happy to throw in whatever help in those areas that is needed. Random environmental objects, wildlife, whatever. I can do my own texturework, too. It's not the best but it works. As for the writing: I think you're absolutely right. It cannot be left for the last minute. The writing, the worldsetting, everything... It all impacts how the rest of the work comes together. The character designs, the maps, everything. They all need to be interconnected so that it doesn't feel like there's this disconnect between the gameworld and the storyworld. The most immersive games (see: System Shock, Marathon, Thief, et al) are the ones where the story is completely inseperable from the rest of the game. And, in my opinion, those are the only games worth playing. As for examples of my work: What's a better example than a made-to-order piece? I could easily show you things I've written previously, but they wouldn't "fit" the theme of this piece. I have stories and screenplays and theater plays written, but... Those are specialized work. Tell me what you want, and how long. Characters names. Setting. Whatever. The more guidelines the better. And give me until next Wednesday - I'll have it done by then. I also need to know the style. I'm tempted to write it as a screenplay, as it would help the voiceactors and mappers pick out the tie-ins with their work. But I could just as easily write it as an expository novel or whatever the team's preference is. To answer the question of time constraints: As I mentioned before, I'm working for NASA full-time in a couple months and right now I'm just finishing up my senior year as a Physics major. So, as a result, my free time is somewhat limited. However, the way I work is such that if I were to enlist myself as a modeler, I would have to drop out of school. I work on 3D models, nonstop, until they are perfect. This would work for miscellaneous models and things of that sort, but as a primary modeler it would be completely unsustainable. The same goes for coding. However, with writing, it's much more stop-and-start for me. I can write five pages, come back hours later, and pick up again without a problem. As a result, I'm convinced that I will be able to fulfill whatever demands a writing position would require. There are no doubts in that respect. Oh, and one last note: I am a light-hearted kind of guy when I need to be, but I approach these projects the same way I approach my professional work: I take it extremely seriously. So if my tone seems somewhat stiff, that's only because I'm very excited in this project and I want to take it on professional terms.
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