The Return of Chaos (Part 2)

This is part two in our ChaosUT interview series. There is a version of Chaos available for almost every game in the UT series; ChaosUT for the original UT, ChaosUT2 for UT2003 and ChaosUT2:Evolution for UT2004. You can grab any or all of them over at the team's website, Chaotic Dreams.

Rob "Shadowstar" is the sound designer and voice actor for the Chaos team.

The Chaos Grappling Hook is a very basic tool on the surface, but one which has an extremely large effect on game play. The grappling hook enables players to move in many fun new ways and to reach all kinds of new areas in maps. The result is an endless variety of truly 3d Chaotic action.

Stacey Conley: How is development going?

Shadowstar: Slow but steady. I'm continually impressed by the accomplishments of the other members of the team. A large part of the inspiration for my work comes from them.

SC: How far along is the mod?

S: We've done alot, but we still have alot left to do. A mod like chaos, with a little bit of everything, takes time, but in the end it's so worth it.

 

https://cdn2.unrealengine.com/UnrealTournamentBlog/mar_2016/mar31_2016/chaos3-2650x1491-754257394.jpg

 

SC: What is your role on the Chaos team?

S: Sound Designer, "Voice of the Proxy"

SC: What do you do when you're not working on Chaos

S: Too many things, but probably the one I enjoy the most is learning the art of independent game design. I wish I could say I'm a professional indie game designer, but I haven't gotten that far yet.

SC: What is your favorite Chaos memory?

S: Back in the CUT2 days (UT2004), I used to do all kinds of things for Chaos - including map design. I think the memory that stands out the most from that time (though there are many) is when I was on a public server playing one of the maps I created and I remember this one guy just complaining about pretty much everything in the map. I tried to handle his complaints constructively, but he seemed to be ignoring me. Eventually I just blurted out "Do you even know who I am?" and everyone laughed.

At the time, I was mildly annoyed, but in retrospect I've realized how hilarious - and helpful, the situation was. Since then, I've learned the value of including the community in my work process and incorporating feedback better than I ever did before. I think it's really improved the quality of my work and helped me learn faster too. It's amazing how people who aren't game designers can provide ideas and food for thought that you can use your skill and experience to turn into amazing features that you might never have thought of on your own. This is one of the things I love about UT4 and how you guys are operating.

SC: What other mods have you worked on? (any engine or game)

S: Many, but probably my most memorable one is Argonmod for Rune. This was a kind of megamod I built that added all kinds of weapons with randomized attributes to Rune, as well as a wave-based monster invasion style game modifier, and a few other fun things like a fog controller mod and a trophy mod. Rune was a Viking hack n' slash game built on the Unreal 1 engine, way back in the day. I think the Argonmod download is still floating around out there somewhere on the internet.

SC: What are you most looking forward to in Chaos?

Probably the proxies. I want to see how people respond to them this time around. I've made up a whole batch of new proxy voices. Of course, they still sound the same as always, but they say new things! Of course, everything else in Chaos is great too, but I'm biased.

If you'd like to give the team some feedback or just chat about the ChaosUT mod, you can head over to the Chaotic Dreams forum or jump in THIS thread on the UT forums.

Join us next week for more CHAOS!

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