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In Canada we have EB games, Walmart, The Source(once known as Radioshack, they dont specialize in games but they are a general electronics store), Futureshop, and in the past few years Bestbuy's. More sell games but those are the big ones. Ebgames is probably the most popular.
What gives mods the flexibility to continue on even though graphics are appearing to become insanely complex is the tools.
The same artist working at the studio are the same guys who have the determination to do this stuff for free even if it's not quite as good as the pro's.
Also tools become more and more specialized Zbrush for normal maps, 3ds/Maya for low poly models(which aren't really as low poly as one would think UT engine 3 player models are 8000 polygons or higher.) so on and so forth. The biggest problem with this is managing such a large community of developers remotely and really says something about the leader; rather leaders. The more dedicated leaders a mod has the chances of its success increases because its harder to fall apart. Most mods that fail are the ones with a leader who tries to bask in the glory of the lime light. Selflessness is key, you gotta share peices of the pie
This is all just speaking from experience of course because I've never started a mod team but I've seen a few fail.
Hey everyone, I'm a preety big game development enthusiast.
If anyone has questions I'll try to help I've done alot of research on the topic, ive also helped out a few mod teams, albeit unreleased mods but owell experience is experience right?
My biggest interest atm is in 3d modelling, but I also love to program, I got a bit into C++ but I'm better in VB.net, recently learned a little bit about directX.