Sounds of the Future
Posted by Andrew "KungFuSquirrel" Weldon on Thursday 20th February at 18:19
Spent a great half hour or so with my friends Adam and Andrew working on the first locally-produced voice samples for Nightwatch voice acting earlier this afternoon. This is the first piece of face-to-face development work to occur on NW so far, and unless a level design party at my house does occur this summer, this will be the only phase of development where contributors will actually be interacting within the same room.
I can't describe what it's like to be sitting in a cluttered dorm room, Adam at his computer to my right and Andrew standing in the middle of the room in front of a mic - it seems so insignificant, but yet here we are running voice samples for what will eventually become a brand new sound set for Nightwatch. I'm very excited about this...
Nightwatch staff members are also working on a 'development milestone' of Feb. 28th. All you need to know is that this means mucho media. Until then (or, rather, until about 6 1/2 hours from now when I post the next dev diary)...
Texture Artists Needed
Posted by Andrew "KungFuSquirrel" Weldon on Tuesday 18th February at 20:37
We've opened up one or two texture artist positions as of this evening. These spots fill the place of the two available level designer openings, which are both all but absolutely finalized.
Do not apply to this or any other position if you won't take it seriously or produce any work in a timely fashion. Our development time frame is short enough as it is; we don't have time to deal with team members who are not pulling their weight without having good reason for it.
On a lighter note, progress by the rest of the team is proceeding quicker than ever and we've begun laying down the preliminary lines of communication for what should be a pleasant surprise for all of you - when we finally decide to tell you about it. That's all for now, check back Friday for a new development diary, this one by Adam "WhoMe" Foster. That is, if he doesn't forget like he did last week.
One Down, a Couple to Go...
Posted by Andrew "KungFuSquirrel" Weldon on Saturday 15th February at 18:11
Just when you thought our supply of Natural Selection level designers had run out...
We welcome today our newest team member, tommyd, the man behind ns_tanith and the up-and-coming ns_delta. Tom will be filling Jon "Merkaba" Chapman's assignments. Merkaba, if you recall, was forced to step down recently due to a massive overload of university class work - but don't worry! We hope to still have him contribute in some way down the road.
We are still some time away from finalizing the remaining level designer spots, so don't be afraid to send in your application if you haven't already.
Someplace Else = Gold. Kinda.
Posted by Andrew "KungFuSquirrel" Weldon on Saturday 15th February at 16:59
Congrats to Adam "WhoMe" Foster (Nightwatch level designer and texture artist) on receiving Ten-Four's Gold Award in this review of his single-level Xen-based SP map, "Someplace Else."
Now seems to be a good time to remind everyone that Adam will be designing the revised Xen section in Nightwatch...
Dev Diary #9
Posted by Ryan "Professional Victim" Desgroseilliers on Friday 14th February at 14:58
Resident concept artist coil has provided us with an insight into the workings of the artistic inspiration process in the newest development diary. Since the greater part of his Nightwatch work has to be used for internal team purposes before it's released to the public, the diary uses his personal efforts to design his first model -- a centaur -- and the process that allowed him to do it. It's an interesting read, so go have a look.
Level Designers and Animators Wanted
Posted by Andrew "KungFuSquirrel" Weldon on Sunday 9th February at 14:00
Nightwatch has opened up a number of additional team spots in order to fill a spot vacated by Jon "Merkaba" Chapman (who is taking temporary leave due to a hectic school schedule) and to fill spots to further allow us to continue working within our current release time-frame.
There's also a couple other spots open in the level design category. I can't divulge any more information at the moment, but those selected will receive information in a couple weeks.
If you applied for either spot previously, feel free to re-send an application. Any lack of response is due to a lack of time on my part, and nothing personal against you.
Thanks in advance for your interest.
Dev Diary #8
Posted by Francis "DeathWish" Woodhouse on Friday 7th February at 14:02
Well, it's another dev diary update. Look on the bright side - the news hasn't been posted by KFS this time!
Anyway, go ahead and read it and give us feedback in the forums - we like talking to you all!
Development Diary #7
Posted by Andrew "KungFuSquirrel" Weldon on Friday 31st January at 14:20
One of these days we'll have a non-dev diary update, I promise.
Until then, here's Development Diary #7, courtesy of yours truly. I apologize for the late timing, but I woke up a bit late this morning and didn't have time to post before I had to be off. Enjoy.
Posted by Andrew "KungFuSquirrel" Weldon on Sunday 26th January at 12:14
Ramses posted an interesting rant on our Forums in regards to what he notes as an increasing trend in amateur mod development. It's not directly related to NW, but an interesting read nonetheless. Take a look, and offer your own input.
Also, while we're on the topic, Commando made a similar thread in regards to our first Development Diary back in December, but it sadly got a bit neglected. Go on, show some love for it as well.
Dev Diary #6
Posted by Ryan "Professional Victim" Desgroseilliers on Friday 24th January at 10:27
This week we have a tongue-in-cheek look by BadMofo at the horrors of being a multi-talented person on a team that can put several of them to use simultaneously, and the evil dictatorship of "the powers that be" who keep Nightwatch running smoothly (and assign all that horrible work!) You can read this entertaining development diary installment here, and can, as always, comment in the forums.