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BioWare Forums Forum Index BioWare General BioWare News Discussion 16 May 2007 - BioWare Austin World Design Contest
BioWare News Discussion
Johnn Four
Web Monkey

Joined: 12 Jan 2004 |
Posted: Wednesday, 16 May 2007 04:17PM | |
With the success of last year's writing contest, BioWare is following up this year with a world design contest in our quest to find talented level designers to help develop BioWare's first MMORPG in Austin, Texas. Read the details.
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dunniteowl
Moderator Game Owner
NWN NWN: SoU NWN: HotU NWN 2 NWN 2: MotB NWN 2: SoZ
Joined: 12 Sep 2005 From: Bastrop, TX |
Posted: Wednesday, 16 May 2007 08:21PM |
I gotta say that I am really excited by this contest. I seriously doubt that I have the talent to really make a module that would get the attention of the staff, I am going to give it a go for the sake of increasing my overall toolset skills.
As I already live near Austin, I've got nothing to lose. And as I am basically unemployed in the first place, I have everything to gain.
Lastly, I encourage all of you who aspire to make gaming a profession, submit a module, you have absolutely nothing to lose by doing so.
Oh, man, I am going to stop playing with NWN2's toolset long enough to get back at the NWN toolset and see if I can make my module. Good luck to everyone and let's get those sleeves rolled up and get cracking!
regards all, dunniteowl _________________ There has been an alarming increase in the number of things I know nothing about. |
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Quillmaster
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC Jade Empire NWN 2 NWN 2: MotB
Joined: 30 Jun 2002 From: UK |
Posted: Wednesday, 16 May 2007 10:12PM |
I noticed the rules stipulate no custom content from Neverwinter Vault. Does this mean we can't use scripts from there such as the gestalt cut scene system? Just interested to know as I currently have no experience in cut scene creation. _________________ The Relbonian Chronicles - SP Mod in the making Muddles in Milton - A NWN1 DM Mod |
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Chris Priestly
Community Coordinator

Joined: 17 Oct 2001 From: Behind an Evil desk in Marketing |
Posted: Wednesday, 16 May 2007 10:19PM |
Quote: Posted 05/16/07 22:12 (GMT) by Quillmaster
I noticed the rules stipulate no custom content from Neverwinter Vault. Does this mean we can't use scripts from there such as the gestalt cut scene system?
Sorry, but that is correct you cannot use any scripts or systems availabe on the Vault or anyplace else. Unless it came from the original box copy, or comes from an official expansion or patch, it cannot be used.
 _________________ Like a great predatory piano, I sit silent in the darkness. Until it is time to attack and then I strike in a cacophony of violence and ivory keys. |
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Quillmaster
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC Jade Empire NWN 2 NWN 2: MotB
Joined: 30 Jun 2002 From: UK |
Posted: Wednesday, 16 May 2007 10:27PM |
Thanks for the quick response Chris.
That blows me out then. Lilac Souls script generator is my saviour when it comes to scripts!
 _________________ The Relbonian Chronicles - SP Mod in the making Muddles in Milton - A NWN1 DM Mod |
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Amberyl Ravenclaw
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC Jade Empire:SE NWN 2 NWN 2: MotB Mass Effect PC
Joined: 06 Dec 2003 From: MA, USA |
Posted: Wednesday, 16 May 2007 10:29PM |
Rats, that kind of beats out half the potential competition already. Good luck to everyone who's planning to enter!  |
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zaykodroid
Game Owner
SW: KotOR PC
Joined: 11 Apr 2006 From: Istanbul, Turkey |
Posted: Wednesday, 16 May 2007 10:51PM |
i would like to enter this contest but i have some problems
1)my english need to be improved 2)i have never played NWN, i know nothing about modding or toolset... 3)i am living other side of the world..
what do you suggest ?  |
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Kevin Lynch
Moderator Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC Jade Empire:SE NWN 2 Mass Effect PC
Joined: 17 Oct 2001 From: NS, Canada |
Posted: Wednesday, 16 May 2007 11:52PM |
Quote: Posted 05/16/07 22:19 (GMT) by Chris Priestly
Sorry, but that is correct you cannot use any scripts or systems availabe on the Vault or anyplace else. Unless it came from the original box copy, or comes from an official expansion or patch, it cannot be used.
Chris, can you clarify what the following from the FAQ means in light of your response to the above:
Quote: Can I use scripting in my submission?
Scripting is fine. Any scripts should be fully commented and, if taken from someone else, fully accredited.
(emphasis is mine)
For instance, does this mean that if you had your friend write up a script you could use it as long as it was credited to him/her, but publically available scripting is not allowed? I figure that someone might be confused by that rule. _________________ And I find it kind of funny, I find it kind of sad These dreams in which I'm dying, are the best I've ever had |
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Stylar123
Game Owner
NWN NWN: SoU NWN: HotU NWN 2
Joined: 07 Jul 2005 |
Posted: Thursday, 17 May 2007 12:40AM |
Quote: Although anyone is welcome to enter, the crux of this contest is to find potential employees for BioWare Austin. If you are not of legal employment age, if you do not wish to make this your career, or if you would not want to move to Austin, you may want to reconsider submitting a module.
I am curious by what you mean of "legal employment age". Does this mean 18+ years of age?
Thank you. |
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MikeLM9215
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect PC
Joined: 05 May 2004 |
Posted: Thursday, 17 May 2007 05:17AM |
Quote: Posted 05/16/07 22:19 (GMT) by Chris Priestly Quote: Posted 05/16/07 22:12 (GMT) by Quillmaster
I noticed the rules stipulate no custom content from Neverwinter Vault. Does this mean we can't use scripts from there such as the gestalt cut scene system?
Sorry, but that is correct you cannot use any scripts or systems availabe on the Vault or anyplace else. Unless it came from the original box copy, or comes from an official expansion or patch, it cannot be used. :evil: What if you originally wrote the script for one of your own modules which you then uploaded to the vault? There are only so many ways to script something with the functions available. _________________ If I never see another 4 by 4 room it won't be too soon. |
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Teiwaz
Game Owner
NWN NWN: SoU NWN: HotU NWN 2 Mass Effect
Joined: 25 Jan 2002 From: Toronto |
Posted: Thursday, 17 May 2007 08:09AM |
I have a couple questions regarding the restrictions
1) No community content Does our own content count? What about content specifically for the module? And what about non-content data modification, like messing with 2DAs, swapping animations files, and other things that require a HAK? Or is the rule just no HAKs at all?
2) Time restrictions Does this mean a critical path designed for 20-40 minutes? If we have more than one possible route through the module, do they all have to fall within that limit? I'm a little hazy on how this works - is it just that whomever tests the module will play it, and if it takes *them* less than 20 or more than 40 minutes it's a no-go? (How do we anticipate that?) If there are multiple routes through the module with significant differences in time, should we include a readme or something with a walkthru of the 20-40 minute route? Is it okay to include substantial optional content to show you guys more if we catch your attention with a 20-40 minute critical path?
3) Players Will all the modules be played exclusively single player? Should we design for single player only, can we assume multiplayer, or should we provide for both? It's much, much easier to code for a single player than for an unknown party size, especially in the case of cutscenes.
4) Characters Should we include a pregenerated character, or is a level guideline in the readme/module description sufficient? Or are we restricted to writing for level 1's?
5) Testing machines Can we assume modern computers are running the modules for review? For total NPC counts, complexity of scripts, and tings like clipping plane settings it's nice to know what the module will be running on.
6) Internal Documentation Are we expected to conform to what we can infer of Bioware's internal documentation practices, or is our own system enough?
Thanks. |
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Shadow_Weaver_VIM
Game Owner
NWN NWN: SoU NWN: HotU SW: KotOR PC Jade Empire:SE NWN 2 NWN 2: MotB NWN 2: SoZ Mass Effect PC
Joined: 19 Dec 2002 From: The Lower Soulwell |
Posted: Thursday, 17 May 2007 04:22PM |
No I am not a BioMod, nor do I work for BioWare, the following responses are just my interpretation and thoughts regarding the rules and guidelines of the contest. I am sure that Chris will correct me if I anything I say is off base.
Please keep in mind that these are a “best guess”.
I would also like to point out that I am not submitting a module since moving to Austin isn’t an option for me. So all of the answers below are my simple honest thoughts and not be trying to lead you down a stray path.
Kevin Lynch:
Quote: For instance, does this mean that if you had your friend write up a script you could use it as long as it was credited to him/her, but publically available scripting is not allowed? I figure that someone might be confused by that rule.
Like you mentioned, if you have a buddy help you with the scripts, then you would have to give credit to the person who made the script. It would be recommended that you did the bulk of the work yourself.
Stylar123:
Quote: I am curious by what you mean of "legal employment age". Does this mean 18+ years of age?
Thank you.
This would mean you don't fall under the child employment laws. Generally this means 18 years or old.
MikeLM9215:
Quote: What if you originally wrote the script for one of your own modules which you then uploaded to the vault? There are only so many ways to script something with the functions available.
I believe the intent is to ensure the work is yours and that you don’t get credit for someone else’s time. So as long as you can provide proof that the original work was yours…
Teiwaz:
Quote: 1) No community content Does our own content count? What about content specifically for the module? And what about non-content data modification, like messing with 2DAs, swapping animations files, and other things that require a HAK? Or is the rule just no HAKs at all?
I honestly don’t see them excluding haks from the work, since the hak tool was part of the material released with the base NWN. As long as you can provide proof that the work is entirely your own, it should be fine. Really, 2da modification is one of the easier methods of creating interesting aspects of your world.
Quote: 2) Time restrictions Does this mean a critical path designed for 20-40 minutes? If we have more than one possible route through the module, do they all have to fall within that limit? I'm a little hazy on how this works - is it just that whomever tests the module will play it, and if it takes *them* less than 20 or more than 40 minutes it's a no-go? (How do we anticipate that?) If there are multiple routes through the module with significant differences in time, should we include a readme or something with a walkthru of the 20-40 minute route? Is it okay to include substantial optional content to show you guys more if we catch your attention with a 20-40 minute critical path?
Think of average time here, since there will be more than one judge. The module should be complete-able (yay new word!) in the average of 20 to 40 minutes. Best plan here would be to get some of your buds to go through the module a couple of times to look for bugs and to give you estimates on playable time frame.
Quote: 3) Players Will all the modules be played exclusively single player? Should we design for single player only, can we assume multiplayer, or should we provide for both? It's much, much easier to code for a single player than for an unknown party size, especially in the case of cutscenes.
I spent sometime thinking about this and the best I could rationalize out is that they want to see your world design ability. So they are looking more for your ability to create engrossing and rich content. In that light, I don’t believe the module would have to be designed for multi-player. Then again, it is for a MMORPG, so really, I got nothing.
Quote: 4) Characters Should we include a pregenerated character, or is a level guideline in the readme/module description sufficient? Or are we restricted to writing for level 1's?
If your module isn’t for level 1 characters, create an in game mechanism to increase the level to the one expected by the story. Use the introductory story line to explain why your character is getting this boost.
Quote: 5) Testing machines Can we assume modern computers are running the modules for review? For total NPC counts, complexity of scripts, and tings like clipping plane settings it's nice to know what the module will be running on.
I would aim for middle of the ground to be safe. Putting too much in can cause problems beyond lag, so keep performance firmly in mind when you are creating the layout of your areas and encounters.
Quote: 6) Internal Documentation Are we expected to conform to what we can infer of Bioware's internal documentation practices, or is our own system enough?
Good documentation speaks for itself. I wouldn’t spend a lot of time worrying about the formatting, just make sure everything is well laid out and explained.
Again, answers are all my own. Do with them as you see fit. _________________ Shadow Weaver Veiled in Mists Server Website - Click HereEdited By Shadow_Weaver_VIM on 05/17/07 16:25 |
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Chris Priestly
Community Coordinator

Joined: 17 Oct 2001 From: Behind an Evil desk in Marketing |
Posted: Thursday, 17 May 2007 05:12PM |
Look at all the questions. I better clarify things by providing some answers. Here we go....
A general rule everyone should keep in mind is the judges need to be able to evaluate your module without needing to go download Hak Paks, fiddle with Override, etc to get it to work. The judges are only using the patched NwN1 system as mentioned in teh rules. This means that everything needs to be selfcontained. If your module (or part of it) would only work with something downloaded from the net, it will fail and be disqualified.
Quote: I noticed the rules stipulate no custom content from Neverwinter Vault. Does this mean we can't use scripts from there such as the gestalt cut scene system? As long as the results are self-contained within the module being submitted, you are fine. And you must credit the cut scene system in your submission.
Quote: What if you originally wrote the script for one of your own modules which you then uploaded to the vault? There are only so many ways to script something with the functions available. Well, if you originally wrote the script, there really isn't a problem, is there?
A clarification on Lilac Souls script generator (or other script generators):
Quote: That blows me out then. Lilac Souls script generator is my saviour when it comes to scripts! As long as the results are self-contained within the module being submitted, you are fine. And you must credit the Lilac Souls script generator in your submission.
Quote: Or is the rule just no HAKs at all?
Correct. No hak packs at all. The judges won't have them and using them will get your entry disqualified.
I'll keep answering questions as they come up.
 _________________ Like a great predatory piano, I sit silent in the darkness. Until it is time to attack and then I strike in a cacophony of violence and ivory keys. |
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zaykodroid
Game Owner
SW: KotOR PC
Joined: 11 Apr 2006 From: Istanbul, Turkey |
Posted: Thursday, 17 May 2007 05:52PM |
ok i want to ask
is there any position or job for an online employee? i mean its imposibble for me to move Austin, is there anyway to work with you by internet?
i ask that because of this:
"or if you would not want to move to Austin, you may want to reconsider submitting a module." |
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James Henley
Designer

Joined: 13 Sep 2004 From: Austin, Texas |
Posted: Thursday, 17 May 2007 06:02PM |
Due to the requisitely high rate of communications in game development, I do not believe we hire online employees. _________________ It really is that simple. |
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