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DEV DIARY 14 - JAYBIGGS |
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| Hey, friends!
They call me JayBiggS and I'm a texture artist for First Strike. I hail from the land of the beaver (Canada) and I've been modding for about 4-5 years now.
Before joining First Strike I was co-founder of the Galactic Conquest mod for Battlefield 1942 and stayed on until development was complete. Then the GC team decided to come up with a brand new concept, and Shattered Faith was born. After a few months of work on SF, the team sort of fell apart and FSDev|Preacher brought First Strike to my attention. The rest is history!

My duties here consist of texturing models and post production quality control. I'd say the main things I've been working on have been the weapons. I enjoy the challenge of trying to recreate the props used in the films as close as I can get them. I want you to play our mod and watch the Star Wars films, and recognize details you maybe wouldn't have before playing First Strike. We have scoured every possible source, the films, cartoons, games, books, and toys to come up with what we hope will be the most visually accurate depiction of the saga in game form. No small task, to be sure, but thus far I'd say we are approaching that goal.
Well, I'm out of time, I need to get back to work.
See you on the battlefield, Soldier!
Jay "The Hurricane" BiggS
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DEV DIARY 12 - Mattes |
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| Howdy folks. My name's Mattes and I'm a modeller and skinner for FirstStrike. I do a few other things as well but they mostly consist of giving Blitz a headache.
My main focus for the first few months with the team have been Mos Espa models. I hope you enjoy this collection of Mos Espa buildings as our group has worked very hard on them. You can look at my models from when I first started compared to the most recent ones and really see a difference. I've learned so much working with this team. It's given me so much perspective as to how professional game development works.

My latest project was in the trenches. Preacher gave me the honor of working on the Death Star trench. 3 days of work and I managed to randomize Preacher's models and I made 5 trench plates. This was so the trench was more dynamic and not like a Flintstones cartoon where you see the same potted plant every half-second.
Oh wait, do I have to talk about myself? -groans- I suppose if HavoC did...
Well, I was born on a farm (no joke, I really was. I fed the chickens every morning and collected the eggs.) in California. My first computer game was the original Star Wars arcade. I actually still have the floppy disk. It must be a collector's item by now. My first 3d modelling program I got when I was 14 was RayDream Studio 5. It was a fairly basic program that I taught myself (as there was 0 online support). Then switched over to 3ds MAX a few years later.

But aside from computer modeling and gaming, I've been into movies and the film industry. I attended film school for 3 years and worked on several sets as a production designer, gaffer, casting director and other small roles. My goal in my career is to start up a production company that produces movies and games and who knows what else. Sometimes I can't keep up with my imagination. Just like this Dev Diary. It's gone off in tangents and has no structure at all.
But you get the idea. Yesh?
Mattes:
Age-23
Hometown-Sacramento, CA
Favorite food-The edible kind
Hobbies include (but not limited to) - Naming Models "Steve", teasing krazykyle3 about screenshots, and making pointless yet questionable avatars.
Most used words: "Yesh", "scrawbuckets", and "Let go, that's mine" | |
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DEV DIARY 11 - PUMBAA |
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| Hello World!
For you who recognize that intro I can say that naw Im no coder, Im actually a texture artist for First Strike! Im using HaVoC's dev diary as a template and starting out with telling you all a little about myself.
I'm Peter "Pumbaa" Jansson from Stockholm, Sweden, I'm 24 years old and I just graduated from LuleƄ Tekniska Universitet (LTU) in SkellefteƄ, northern Sweden, where I studied Computer Graphics (CG) for three years. Before that I had no game creating skills what so ever and I didnt get to start out with CG until my second year at LTU. I kind of took a wild shot with my education since I had never done cg before, how was I to know if it would interest me at all? All I knew was that I liked games. A lot.
Anyhow, when we started out I obviously had a lot to learn. Everything was really confusing and I seriously doubted my career choice several times, but I kept struggling because my personal goals I had kept me highly motivated, also, the more I learned, the greater my thirst for more knowledge became.
Now, I couldn't be more sure about what I want to do with my life. Im enjoying every second I can spare on this, so much I've actually found myself numerous times waking up at about 5am, disappointed mumbling in my sleep "dammit, it's only 5am, I want to get up back to work!".

So how did I come to join the First Strike mod team? Well, during our last year at LTU we had a specialization project where we got the chance to deepen ourselves in any CG area, eg modeling, texturing, animation etc. I had no clue at all what to specialize in because I had only had a brief introduction to every cg field, but just before the course was about to start I was lucky and suddenly came across FS which combined two amazing things; Star Wars and Battlefield, and I thought "wow, I want to help out with this!" so I sent an application.
I really had nothing to show, only some texturered models I made during one of my very first cg cources, and, hrm, they looked like they were pulled straight out of 1995. Anyway, I recieved a test model that I were to unwrap and texture. It took me some time and man was I nervous when I sent it back.. I mean, I was placing my entire course on this, but I placed my bets right and actually got a position as a texture artist and my very very extremely steep learning curve straight upwards began.
So far I have had a blast working with the fs team and when the course was over I didnt feel very much like leaving the roup. So, here I am ow.
What I think I admire the most with this team is the dedication and discipline that's daily being displayed. It is truly motivating to see the progress everyone makes several times every week.
Currently Im working hard together with several FS members to finalize our Mos Espa map, which actually just came to its tweaking/testing phase, which could be considered its very last phase.
Mos Espa is a city on the planet of Tatooine which main focus is CQB (Close Quarters Battle) so expect a hear a lot of e-11 blasts while having a blast with ya blaster blasting stuff in our desert town.

My god, I'm hilarious.
Anyways, I can't wait for the day we release. And I can't wait for the day we can play this Rancor of a game with yall.
Till then, strawberry juice.
FSDev| Pumbaa, out.
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