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Vaevictis_Music

WFG Retired
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Posts posted by Vaevictis_Music

  1. As a belated Christmas present and the final part of our Christmas/New Year's promtion effort, we've added a new music track to the Audio Page; a piece of battle music for the Roman civilization. Enjoy, and may the new year bring you much fortune and many war elephants.

    Roman Battle I (remake)

    2,5 mb / 1:43 min.

    This track is a remake of a 4 year old battle piece. It quickly builds up to the Roman fanfare, which will become a recurring theme in the other Roman tracks. Also contains a brief segment of vocals provided by team leader Jason Bishop.

    (Composed by Boris Hansen / Vocals by Jason Bishop)

  2. Basically, I'm thinking about applying for a position in either the music department, or as an assistant producer (thought about programmer, but I don't think my abilities are up to it). Just wondering, which positon is in greater demand? Where would I be most needed? (If anywhere).

    On the team, we've had a recurring discussion about the need for an actual music department per se. In the end, it's been whittled down to, well, just me planning the use of music and composing the stuff by myself.

    We've had quite a few musicians onboard over the years, which has always led to the realization that, while more musicians means less workload, it also invariably leads to very little consistency in the music itself. So until I break my back on the task (which likely ain't happening until the game itself is near completion), we'll likely continue that strategy. If there's anything at all you can contribute on the programming side, I'd urge you to go for it, though.

  3. Hey Fred, I'm in charge of the stuff you're asking about. If you have any detailed questions, you can always PM me. Also, suggestions from everyone are welcome, as we're currently debating how exactly music will work in-game at the moment. The tracks on the music page are representative of styles, but maybe not how tracks will actually function in-game.

  4. To clarify: It's not really a community boost we're looking for. Since we're still some time away from release, it's not a larger fanbase we need, as such. What we're looking for is spreading the word for the purpose of attracting new team members and talent. So sites which deal with gaming *and* game development are interesting to us.

  5. - [Post by Achilles_Knee Moved.]

    Since this post was solely addressing me and consisted of advice for me personally, I've moved it to my Inbox. I've read it, understood it, and basically disagree with it. Let's leave some room for the actually constructive debate that's going on parallel to ours. Further personal messages can be sent via the Personal Message function.

  6. AK -

    First of all, I'd request that you drop the strategy of making it seem as if you've been personally attacked. It hasn't happened anywhere in this thread in the way that you describe it. You keep using rhetorical special effects like 'sneer', 'arrogant', etc. I'll repeat: Every team member who has participated in this thread has gone out of their way to be polite to you, to stress how they respect your opinion, etc. My last response to you was definitely the only direct one. Already before that, you had told us how you felt that fans 'get their head ripped off', how you had felt it as a 'direct slap in the face', etc. Very intense rhetoric.

    And *all this* from a bunch of polite answers, always peppered with smilies to make sure you understand this is not personal, and lots of consolidating disclaimers (Michael makes sure to note that "we appreciate your stance", and ends his post with a "thanks for your patience".)

    I'm sorry to actually have to spend the time dissecting the chronology of the thread, since everyone can just go back and read, but as far as I can see, *this* is what you refer to as having your head ripped off and slapped in the face?? People respond to you with civility, and you feel personally injured?

    That is why I think you need to take a breather and that you're making this way too personal. Not because we don't want questions about the game, but because there is a line beyond which we can't really give any answers, and everyone needs to be able to calmly accept that. I stress 'calmly'.

    Now:

    The zero obligation sentiment - as repeated several times and seems to be a consitent theme in a lot of your responses - I wonder if any of you realize who incredibly arrogant that comes across.

    It's only arrogant if you operate from the fallacious standpoint that there *must* be some sort of obligation somewhere, and that we're neglecting it. Otherwise, it's simply a description of how things are. I'm beginning to think that *if* there really are that many who feel as strongly as you do, then putting up a forum and a website was our real error. It seems that they represent a 'promise of more' to you. We don't have any obligations, because we're careful to communicate that we're unable to promise much. What you seem to forget is that people aren't here in this forum because of some grand PR campaign that we've conducted, or advertisements all over the web. People stumbled in here because of word-of-mouth, or by a random search, perhaps. They found us, saw what we were doing, and decided to stick around and watch. To talk about a 'fanbase', really, isn't very helpful, because that brings to mind what Matei calls "loyal consumers or a sports-fans". Frankly, given a choice between a dedicated fanbase and some quiet-time to finish the game, we really need the latter a lot more than the former. That's what the 'fanbase' needs to understand. Later, once we have a product, we can talk about building a fanbase, but to feel that we have obligations because of how the company > fanbase relationship *normally* works, is simply premature.

    all of you seem to get offended by people who want to actually play this game

    It's strange that you would write this, when you're smart enough to know that there's no *reason* for us to be offended by people who want to play our game. Why would you suggest that? It should be easy to separate 'being offended by people who want to play our game', from 'being unable to do a whole lot for them at the moment'.

    yet you universally react that same way to an innocent request.

    I'm going to ask this once, and only once, since it's usually a sign of a completely deteriorating debate - but can you provide any substantial evidence of team members universally reacting with arrogance, or is it just more rhetorical groundwork for justifying dissatisfaction that the game isn't ready yet? I frequent these forums a lot, and I only see team members behaving with the utmost civility and friendliness to fans - mainly because that's how fans behave towards us. Michael even went as far to apologise to you - for telling how things actually are at the moment. This is definitely the first time I've seen this kind of hostility towards us, and I believe it's the first time a team member has ever had to be frank with a fan.

    telling a fan they are here for all the wrong reasons is about as harsh as it gets gentlemen - that's basic alienation 101. You can decide all you want the time isn't a factor and you have zero obligation, not even in your own head to keep fans happy - and a lot of people I guess will jump on that band wagon and agree - but to call me arrogant and a flamer

    Here's some more nitpicking. You keep complaining that you were called a flamer and arrogant. I made that statement in response to you 'giving us a dose of reality', which I still think was an arrogant comment. (Don't you?) Apart from that, the only instances of the word 'arrogant' and 'flamer' occurs in your *own* posts, the former repeatedly describing our team members and their actions. That's food for thought.

    Alright, bottom line:

    We have no obligations to fans. In fact, we're not actively trying to make new fans at the moment. If people drop by and decide to stick around, that's great, and that's what the forum's for, but they need to understand the premises if they are to have an enjoyable time.

    For one, we can't regularly give any more updates than the many updates we're already giving.

    Secondly, we can't give any dates. If people who already know that still ask about a date, we won't be offended, or rip their heads off, but we won't give any dates either, and if someone takes offense at that, that's their own call.

    Finally, we want a friendly and civil attitude around here, and do our best to foster it, but if we're being insulted, we're still only human beings doing voluntary work, and as such, we might give a frank and direct response.

    That's all there is to it. If people have anything new to add to the debate, they're welcome, but more of the same will be deleted.

  7. Achilles, are you sure that it isn't frustration with the waiting time that's carrying over into frustration with the communication? I'm not really seeing what it is you want that you're not getting.

    You're getting visual representations of the game's progress whenever we release screenshots and showcases. And you're getting the intricate progress details from our feed on the front page. Yes, they're technical and not always understandable to anyone. I know I don't have a clue what many of those updates mean. But that's just the thing: Development consists exactly of thousands of little baby steps like that which only make sense to the person or the department that contributed them. Now can you see why we can't give you a date for completion? That would require that someone translated updates like:

    - "improvements to app_hooks"

    - "added sound cone functionality"

    - "Tidied up some code."

    into an overall percentage. No one's doing that at the moment. Normally, a game company would have to gauge their overall progress in order to satisfy publisher demands. We don't have those. Therefore, we keep building the game brick by brick without giving a fig about whether "fixes for vc8 optimization" pushes us from 74% complete to 75% complete.

    So to sum up - you're getting visual feedback through the screenshots, and you're getting technical, day-to-day feedback through the front page feed. You're requesting more than that. Fair enough. Suggest to us in which form we should give further feedback. If it's reasonable, we could implement it for you.

    About the calc image - you're suggesting that it was intended as a slap in the face. It wasn't - it was meant as a joke. You might be offended because you don't expect to see such frivolities from real game companies. Well, we're not one. We reserve and deserve the right to lighten up the mood and keep the tone light - not only for you, but for ourselves too. We're just as much unpaid users as you are, and we have to deal with the waiting time as much as you. We've had internal team discussions about how much professionalism to exude, and we believe we've found the right balance between actually getting stuff done, and still being able to laugh a bit at ourselves and each other in public channels. I think most 'fans' hanging around here have adapted that stance very well, resulting in free and open discussion between team and non-team people instead of viewing us as two separate entities. But if you feel that tone is lacking in seriousness or professionalism, I can understand why you'll want to leave.

    Finally, to actually answer your many questions:

    Once again - I simply have to ask - should we stop waiting?

    To be honest, yes, I believe you (personally) should. From your posts, it seems like the waiting time gives you more frustrations than pleasures, and that's a good reason to give the 0 A.D. forums a rest, in my opinion. If the waiting type is no longer a positive experience, which it actually *can* be, when you're in good company, then yes, you should start thinking about other things, for your own sake.

    I personally have gone back to playing Age of Mythology and I also play AOEIII Warchiefs - AOM is suprisingly easy to get a ladder game and AOEIII is getting plenty of play.

    This is what I'm talking about - diverting your attention elsewhere instead of waiting on a project which you don't feel gives you enough feedback.

    Can you help some of us put into perspective the 0AD project in terms of just the raw ability to play super competitive games online?

    No. No one has played a full game of 0 A.D. yet, let alone a multiplayer game. We have some ideas for how we *want* multiplayer to work, of which some are outlined in our released documentation, but that doesn't sound like what you're looking for.

    2008?

    If we're finished.

    I think it's time to give you guys a dose of reality here - according to the fact this project is 6 years old

    Even disregarding that development started a lot later, I believe this is where the *real* flaming started. All team members have gone out of their way to be civil towards you, but to 'give a dose of reality' to a team of over 20 members of whom many work daily on this game for no pay, in areas that you probably don't even know exist - this is where the thread went from civility to plain arrogance. We, as a 20+-member entity, have some *very* accurate ideas of what 'reality' entails. We've learned the hard way over the years. We also exchange doses of reality regularly in our private communication channels, when new problems come up and new challenges have to be overcome. If you feel that 'reality' equals reminding us that "this project is 6 years old", then thank you, but we know exactly how old the project is, and it is of absolutely *no* relevance to our current situation.

    - we hear "rumors" of something happening - but that has been going on since rumor was mid summer 2006...

    I honestly don't see what you're getting at. Even if there had been 'rumors of something happening' since 1980, that still doesn't change where we are now, which challenges we're facing, what tasks we still have to do, etc. We try to limit ourselves in making actual promises, and when we do make them, we try to keep them. But we can't really be held responsible for 'rumors of something happening', because frankly, we're too busy making a game.

    Don't you think your fans deserve a clear and candid statement on this game and it's future?

    Absolutely not. The fact that a group of people come together to make a game doesn't put obligations upon them to share *anything* with non-team-members. Hell, if we wanted to, we could develop this game solely for the purpose of playing it ourselves.

    That we offer people the chance to comment on forums, or make a webpage with info, or give regular updates, or respond to questions, or actually *play* the game one day, should *not* be confused with any duty to do *even more* to *anyone*.

    Take a look at http://www.limbogame.org/ - a website for an upcoming game. The released information on the game so far is pretty much limited to what you can find on that website, and it has been like that for maybe 2 years. The game could be abandoned at this point with no one knowing. Now, do you feel that the makers of this game are betraying their fanbase by not giving regular updates? Personally, I think it's commendable that they've actually taken the time to create a website and share at least little bit of information. They should be able to do this without being under obligation to give more and more. Similarly, I don't see why our taking the time to put up a comprehensible 0 A.D. website and a channel of communication can actually be taken as a reason for demanding *even more*.

    Now, if we received funds from fans, or planned to take money for the game, or if you had contributed *anything* to the project, then you might have a point. In that case, we would be under moral obligations to 'give back'. But you're asking if we feel we owe you something. The answer is unpleasant, but honest: We only owe something to the people who have given their time to the project.

    As a final word, I'd like you to go back to post #43, written by you. It says:

    Wow.

    That is a really impressive way of turning off a fan in a permanant way. -1 0 AD fan.

    Good luck.

    Preceding that post, no one has made anything that even came close to a snide remark towards you. Rather, team members have gone out of their way to be civil and polite. I'd advise you to read through the thread and find even *one* instance of anything that can be construed as a flame against you. I'd say that this post is the first with even a hint of brutal honesty from a team member. Which brings us back to my first line - that I think your impatience with the game is carrying over to impatience with extremely civil, friendly and dedicated team members.

    In any case, good luck with your absence from the 0 A.D. forums, and I hope that you'll come back again to play the game when the day comes - and that, even if the year is 2008 by then - you feel recompensated and that maybe waiting was part of the experience after all.

  8. I recommend we release a couple of videos for our New Year's round-up.

    Yup, that should make them giddy. Give me a week's notice after the cinematic is completed, and I can put a music track to it for extra effect (even if we have to put video+audio together in a video editing program - should be worth it).

    However, we should take care to make sure that such a New Year cinematic is absolutely flawless, and as polished as our screenshots.

  9. Yep, it was all in-house except for the narration. It was pretty good for the time (3½ years ago), although I'd love to be able to see what we could do if we went for a similar project today, with our new skills - but I think our priorities are elsewhere atm.

  10. VIRTUAL TEAM MANAGEMENT: PROGRAMMING DEPARTMENT

    by Programming Department Manager Stuart Walpole

    The purpose of this article is to describe how the Programming Department is organised and managed.

    DESCENT INTO MANAGEMENT

    Hi, I'm Stuart Walpole, and among other things I serve as the Programming Manager for 0 A.D. Note the Title Case. Makes it seem kind of important, 'eh?

    Firstly, let me state that I hate pomp and ceremony. My view of middle managers is entirely forged in the cubicles of Dilbert ... idiotic interfering freeloaders that, when not at the golf course or client lunches, are obsessed with status reports, vision statements, blamestorming, and most importantly the almighty dollar.

    I first joined 0 A.D. as a distraction from a world where people boss me around just because they're my boss, and to altruistically contribute to something in compensation for the evil I have unleashed upon mankind (I work in insurance).

    After several months with the project, mostly spent on design and proofreading promotional material, our Lead Programmer unfortunately had to step down in order to pursue an internship at a game development company. An extended period of searching ensued, but we were unable to find an adequate replacement, and none of our current programmers felt up to the task of stepping into his shoes.

    They were certainly large shoes to fill, more like clown shoes than a pair of size 12s. The Lead Programmer was not only responsible for developing the engine design and writing code, but communicating with team members and providing guidance, solving problems, recruitment, motivation, maintenance, scheduling, code review, and ensuring the designers didn't overdose on the mescaline and add too many crazy features. That's okay in The Industry where the Lead Programmer is working full-time and getting paid for it, but we're doing this part time for free. Something had to give, or no sucker was going to take the bait.

    We therefore opted to distribute the workload. We already had a large programming team, with key experts in different disciplines. So after some discussion we decided to break the Department down into Divisions (such as AI, Network, Graphics, Low-Level), each governed by a Division Lead responsible for the day-to-day running of that Division. This method of distributed leadership made the responsibilities much more manageable, and had the advantage that members forged much closer ties.

    However, even with the coding tasks out of the way, we still needed someone to take up the Lead Programmer's other responsibilities, a Programming Manager to handle all the administration required to keep us working together in an effective manner ... Someone "organised, motivated, with great people skills, the best documentation skills, thorough knowledge of the game's design, and a programmer".

    I had become my worst enemy.

    I don't however see it as a position of superiority (although if I could get some respect, I certainly wouldn't complain; throw me a frickin' bone here). I handle the problem-solving, scheduling, recruitment, motivation, maintenance, paperwork, and design so that programmers are freed up to do what they do best and enjoy most ... code.

    LIVING IN THE 'NET

    If I had to sum up our working conditions in two words, it would have to be "exceedingly wacky".

    On the upside, we aren't restricted to recruiting staff in a single location, nor are there expensive relocation costs to get people into that office. We don't have to rent a building, maintain office equipment, water the plants, empty the bins, or abide by health and safety regulations. We don't require up-front capital, so we're not dependent on a publisher. We work from home and live in the 'net, where the only ongoing costs are paying our server admin for storage and bandwidth.

    We're a bunch of cross-continental lunatics coming together to work for free and recognise our dreams ... To make a game, and learn and grow along the way. Obviously, that also keeps our costs very low (which is good, because we don't have a budget).

    Sharing a vision means that we work to the best of our ability, and that really breathes quality and excellence into our work. Working without having to get the product out by Christmas (or heads will roll) means that we can take the time to do it right. We care about what we're doing because it's the reason we're here. Compare that to being locked up in a cubicle waiting for the next paycheque, trying to look busy until the clock crawls 'round to home-time.

    We experience the contribution and expertise of talented people all over the world. We have a really eclectic bunch, and the clash of cultures frequently pays off in unexpected ways, from having German speakers already in house to help with localisation, to being able to get architectural textures from Eastern Europe over to an artist in Canada without an expensive flight.

    But even roses have thorns. Though sometimes it's like working two jobs, we all have to find a local way to make a living, and do this in whatever spare time we have available. Working hours are therefore highly erratic, making scheduling impossible. We're learning as we go, and in many ways winging it as we go along. We make mistakes, and we learn from them and move on.

    We interact in an intangible, virtual world. How then to provide tangible rewards? I can't give pay bonuses. I can't treat the lads to a buffet lunch. I can't even reach through the screen, grab someone by the throat and shake him.

    Timezones are a blessing and a curse. We're effectively a 24 hour developer. When my head hits the pillow, the Art Lead is getting down to a hard morning's modelling. However, if we need to chat about something in real-time, it has to be at the very edge of our sleep cycle. If poorly timed, a two-way email conversation could take up to 48 hours. Fortunately for me he hardly ever sleeps.

    By some bizarre twist of fate, most of the programming team are based in Western Europe (Germany, Sweden, England). Most are students, leading more flexible hours. I suspect this ease of access through MSN Messenger is a key reason for the Department's success.

    TALKING TO THE WALL

    Administration of the Programming Department is pretty much a full-time job for one key reason ... The single greatest problem in a virtual team is: Communication.

    We are spectres in the ethereal plane of cyberspace. Like poltergeists, our presence is only foretold by our activity ... rattling drawers, making noise, committing code, responding to messages. In the anonymous Internet, someone lurking in the shadows is invisible.

    It is therefore absolutely essential that we keep each other aware of our activity. A programmer could be beavering away at a juicy assignment for two weeks. Or he could have hit a snag and is waiting for a response to an email he sent to a dead address. He could have skipped the country with a sackful of cash and a client accounts relation called Susan. If he doesn't tell us, we don't know one way or the other.

    To encourage communication, we maximise the available methods. Each is best for certain circumstances:

    • MSN Messenger: As already mentioned, this is the most efficient method of speaking directly to another person. It's as close as we can get to a real conversation, and a few casual words can avoid weeks of confusion or delay.
      Of course, it is entirely dependent upon two people being online at the same time. Slow connections seem to struggle with multi-persons conversations, though, so in those cases IRC is a better choice.
      MSN can be set to log conversations for future reference, but it isn't the best method for easily retrieving old conversations for later reference.
    • Email: Email is a good fall-back in the absence of MSN, especially when you have a long topic to bring up. Long paragraphs can be sent to several people, and all ingoing and outgoing messages are stored for future reference.
      Email is the most prone to technical difficulties. Addresses can be mistyped, emails can be flagged as spam. It is common practice to abandon email addresses when the inbox becomes unbearably choked with spam, or maintain multiple addresses which aren't always regularly checked. We maintain official WFG email accounts with a conventional address format, but personal addresses might be checked more often.
    • Forums: Our private staff forums are the backbone of 0 A.D. Important announcements, team-wide or departmental discussions, references and documentation are all found here. Most members check the forums at least once a day.
      These are great for long discussions, since all content is stored in a central location. It's a multimedia environment, with images and attachments easily embedded. But it's not real-time, and it's tough to get a specific member to respond if needed.
    • PM: A PM is a Private Message that can be sent from one forum account to another. This is actually one of the best methods of contacting someone, since almost everyone regularly checks the forums, and it's hard to miss a Private Message once you're logged in.
      However, they can't be sent to more than one person at a time, and have a very limited storage capacity, so they're not good for archiving.
      They're best intended for prompt reply on a brief issue, when someone isn't on MSN.
    • IRC: Because MSN isn't best for real-time conversations between many people, we use IRC for our weekly programming meetings. We use these meetings for departmental discussions on key agenda issues, and to basically touch base and deal with any issues not covered during the week.
    • Task Manager: Finally, we have the Task Manager, a custom online database tool that keeps track of progress reports. We use this to keep each other aware of our achievements and problems, ideally on a daily basis. This is key to knowing what's going on in the Department, including knowing about issues as soon as they are encountered so we can get together to resolve them.

  11. Stephen, I'm wondering what would persuade you that this team is thriving, outside of an actual Download link to an unfinished, unplayable product. Bobby made a very valid point: There's a reason that game projects lie low, PR-wise, until late in the process, because a lot of people simply don't realise how much time the full development cycle takes. If you're disappointed after 2 years, well, some of the professional 4 year development cycles must really annoy you.

    I think you underestimate how much attention we actually are getting based on screenshots alone, but there's really no way to show you this except by letting you into the staff forums. The whole point about how much support we 'could have had' is invalid, since we're getting the amount of support we need, and exactly the *kind* of support we need (which is currently idle hands who want to devote time to help us out). I'm not sure where you're getting the ideas that we're going unnoticed. For a project which is still in-development, we have garnered an awful lot of attention.

    Criticising based on incomplete information is easy - as far as I can tell, you're criticising based only on how many members our community has? - but I think a lot of us don't really know where to take your criticism, since it doesn't really apply to the project vision we have in mind or the game we're trying to create. It's as if you have the wrong idea about what we're trying to do to begin with. Yes, it can be kind of disappointing when you're looking for a project with very specific parameters, only to find that someone is working on something similar, but has certain differing ideas of their own as well.

  12. AK,

    Remember that the purpose of games like AOE3 is to show what can be done when technology is pushed. The purpose of 0 A.D. was always something else, namely to test what could be done if the norms for teambuilding and hobbyist development were pushed.

    Unfortunately, that means that 0 A.D. can't impress anyone except on its own terms. Every screenshot we release needs to be viewed in the light of the circumstances under which they were developed (actually, screw that, our screenshots are pretty stellar in any case), but this goes doubly for our time schedule.

    We cannot promise you that when we release 0 A.D., it'll match a game which has been in professional development for a corresponding number of years. If that's what you're looking for, all you really need to do is to shell out £30 once in a while. This project is primarily a 'what could happen'-project, and only secondarily about how well we can compare to the professionals. (Even so, we are trying to compare in certain specific areas, such as modding - but not in terms of efficiency or technology. If we do end up matching the professional games in any of the technological areas, you can write that down to some pretty brilliant individual team members, not a deliberate attempt to be competitive.)

  13. LostChocolateLab, who runs our Sound Dept., wants to introduce to you our affiliates, the Avenue Audio Team. You can visit them by clicking their banner under 'affiliates' to the left.

    The 0 A.D. Audio Team would like to announce our affiliation with Heidi Holtz & the Avenue Audio Team.

    Heidi and her team will be initially be handling the Building Structure : Ambient Sounds that will be heard emanating from different building types. The History and Art Departments have done a fantastic job assembling background information and providing concept and current building artwork to assist in the creation of subtle natural ambiences.

    Avenue Audio began as a single studio providing sound for a growing post production facility known as Avenue Edit, and has since grown into a full service Audio Post production facility providing Voice over, ADR, Foley, Sound Effects, and Music for film, TV, radio & multimedia applications.

    More on Avenue Audio here.

    On behalf of the 0 A.D. Audio team, allow me introduce us the Avenue Edit remote Audio Team:

    Cory Coken "Called by many...The round mound of sound"

    If it weren't for a little math Cory's career might have been as a marine architect. Fortunately for Avenue Audio his love of sound was just as strong. So instead of boats, Cory turned to audio and Columbia College. Prior to graduating college in 1995, Cory began working at Zenith Audio Services, learning and practicing his skills on films, and TV. programs. His desire to travel landed him a job as a product specialist at Sonic Solutions. After seeing the world Cory headed back to Chicago and post production at Avenue Audio.

    Jamie Vanadia "Always likes to show of his...knobs"

    Jamie's start in audio began in 1996 with a B.A. degree from Columbia College in sound and post production. As a drummer Jamie's interests also veered into music and performing arts. Those talents proved helpful when soon after graduating Jamie became a mastering engineer for CD and cassette applications. His skills quickly caught the interest of several individuals, and by 1997 Jamie found himself as a member of Avenue Audio post production and sound.

    John Wong "Once hot wired and XBOX and hasn’t been the same since"

    With a degree in audio / sound from Columbia College in Chicago, John set out to make his mark in the audio world. After graduating in the spring of 2002, his first calling became location sound. The long nights of recording films soon began to make John think about a career change. The world of post production seemed like a logical choice, and though a series of events John found himself working at Avenue Audio late in 2002. It has been a perfect match ever since.

    Ryan Pribyl "likes to give his computers daily rub downs"

    The audio bug caught Ryan at an early age, when he began to run live sound at the age of 11. He has been in audio ever since. Among Ryan's other talents includes computers....as both a designer and trouble shooter of software and hardware. Coupled with his degree from McHenry College and his Bachelor of Arts from Columbia College Ryan was a perfect choice to bring into Avenue Audio.

    Heidi Holtz "They call her the Sweetness of Sound"

    Heidi's career as an audio producer began to show when at an early age she began to look after her extended family. The experience of caring for others began to be her trademark. After college she chose a career in banking...focusing on what else the personal services of customers. Only later did she realize that she had a natural interest in post production. She joined the two paths in 1996 at Avenue Edit and has been taking care of people ever since.

    We all look forward to working with them to make the sound of 0 A.D. come to life!

    Damian

    Wildfire Games

  14. Cheezy said it - we only recently re-discussed the idea of open source, and it became clear that that's definitely not the right way to go. With a design document spanning hundreds of pages and a very clear-cut vision for the game, it would be well-nigh impossible for people to contribute with bits and pieces. The project needs stable, well-versed members who can communicate the Idea to new members on an individual basis, and fortunately we have a group of such members. Personally, I have my doubts about whether OS'ing 0 A.D. would ever lead to a finished game, not to mention what kind of game it would be.

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