
Originally Posted by
Hourences
Lets see, where to start...
-We have been in development for 1.5 years. There are many many teams who have worked on their mods for a similar amount of time, or even way more. We work 24/7, and we have been consistenly very well on schedule with the project. That is why we got a lot of work done now. We didn't had more time than anyone else. But we worked smoother than many. And that is a good thing for your information, not a bad thing.
-The entire point of this entire contest was to have teams work on their creation for 1.5 years. That is why there are 4 phases. That is why this contest spans 1.5 years. To let the mods grow throughout the contest. We did exactly that. We entered a prototype in Phase 1, and we reiterated from there on.
-1.5 year is not an old project. For your information, after 1.5 years of development we are still now where we want to be quality wise. It will take us another six months to get this game up to an acceptable level of quality, something good enough to release for real. You can't just make a game in 4 months. You need years to do this.
-There is much at stake with a contest like this one, so yes experience people step in. I am by far and far now the only one. There are many people involved in this contest who have done something for Epic in the past, or for another big developer such as Ubisoft and EA. I know many people who entered into the contest, and won things, who have all been working in the industry for a while now, or have done so in the past. The entire reasoning behind this is to ensure a high level of quality. The better the work produced is, the better the publicity is for Epic. It would be mad not to allow that, and it is also really difficult to verify who is and who isn't experienced. Which brings us to the next point.
-You will always have people who have a lot more experience than others. A contest is just never fair. Even if you would exclude all "pros", you will still have amateurs left who started modding Unreal in 1998, and have since made half a dozen mods, as a hobby. Those people are still way more experienced than someone who just started out with Unreal. It is impossible to have a "balanced" contest.
-I am the only in the team who has done things for Epic in the past. Our other 12 or so developers have never done anything for them, and in fact all but I believe two of them are amateurs who never worked in the games industry. There are several teams who have more "pros" than we have in fact.
It usually helps having enough enough background info and not just making assumptions.
I started in 1999 or whatever, and around 2000 I think there was MSU 1. The very first one. Similar concept. I didn't even bother entering back then, I couldn't compete with level designers like, just to name a few names that pop up, Rich Eastwood, DavidM, Erik Boltjes, and so on either. They were the "vips" of that time. They started messing with Unreal as soon as it came out. I only got into Unreal like a month before UT was released or something like that. Did I go complain? No, I had a dream and a desire, I had the dedication, and I started working and fighting for what I wanted to achieve. At one point or another I managed to catch up, and I continued from there on. Catching up is not impossible, nothing is impossible really, but you must believe in it, and be willing to work and fight for it.
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