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You just have to find people and message them saying "Hey, want to be on my Amnesia modding team?". There is no special way of doing it. It's just recruiting, really.
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(08-05-2012, 05:36 AM)Brothersvv09 Wrote: [ -> ]
(08-05-2012, 05:36 AM)Statyk Wrote: [ -> ]You just have to find people and message them saying "Hey, want to be on my Amnesia modding team?". There is no special way of doing it. It's just recruiting, really.
How do you recruit? Where and how? Do I just really ask RANDOM people to help me. Also how do I create a "team"? Thanks..ish
Yes, you ask random people. Welcome to le internets son.

Well starting a forum thread is one way to find people for your team I'd say. You describe your project, maybe show what you have done so far (concept art, semi-finished parts of a level, design documents, whatever) and tell people in which areas you would need their help. If your project sounds interesting, people will reply to your thread and voilĂ  there's your team!Big Grin (at least...thats how it works in theory...)
Quote:Do you have to pay them or vice versia (dont like that idea).
Well of course you can always hire freelancers - The better and more professional they are, the more they will cost you Wink But I don't think many mod teams do that. The point of making mods after all, is for people to learn something about game development, fill their portfolios etc. Hiring professionals to do the work would kinda miss the point there.
Quote: (hope its not like ...illigal or anything to get others help on forums...).
Now why would it be illegal to ask people if they want to make a mod with you? o.O
A bit common sense would help a lot.
Honestly most of the people that I've worked on with in the past I just met through chats/other places online and when the time came where I needed someone to help me with something I just asked them if they'd wanna help. Though if you don't know many people that are experienced with this sort of stuff then I'd say yeah you should just make a thread asking if people would want to help.