Hi all, I'm Josephus but you can call me Joe. I'm a 23-year-old Software Developer from England. My role in Reality Mod is to implement new features that you guys will hopefully enjoy. Last year I finished university where I studied Software Development for Computer Games. I joined the Reality Mod team back in June of 2020 - I've always loved the Battlefield series (especially 3 and 4) and thought it would be a lot of fun to work on a project revolving around that.
I've been programming for almost as long as I can remember - I first started around the age of 13, while I was still in school. I remember downloading Unity 2.6 and building some truly awful things that barely worked (so I guess not much has changed really) using the old UnityScript. As well as programming, in my spare time, I also play computer games, the drums, a little bit of guitar and will often nerd out over a good bit of medieval or classical history.
The first feature I worked on for RM was revamping the FOB and Rallypoint systems. I also created the FOB model that we have in place today! I have worked on plenty of features for this project over the last few months but I think my two favourites were the artillery (because who doesn't love explosions?) and the new audio design.
Software development for Computer Games sounds fun. Did that degree help you in designing features for RM?
Joe: I wouldn't necessarily say it helped me design features for this project but it certainly helped me land the role and work well with the rest of the team. In the course, we did a lot of teamwork units revolving around different development methodologies such as waterfall, agile and scrum.
How did you get the idea to study something "unconventional"?
Joe: I've been programming and developing games from a very young age and I always knew that I wanted to get into some kind of software development. I decided to enroll on a course that I knew I'd enjoy but would also leave me with transferable skills to get into other sectors (I'm currently working as a Software Development at a finance company).
Which games shaped the person you are today? Which features made them special? Why are they (not) your favorite?
Joe: The first game I remember really enjoying was Call of Duty 4 when I got my first Xbox 360 back in 2009. My dad and I used to play it together because I didn't have Xbox Live at that point. I'd spend hours learning the maps just to get the advantage over him.
After that, I got into the Battlefield franchise with Bad Company 2, quickly followed by 3 and 4 - Battlefield 4, to this day, is the game I've got the most playtime in.
On a slightly different genre, I absolutely adore the older Assassin's Creed games with my favourites being AC2, AC Brotherhood and Black Flag. Thanks to them, I've become a massive history nerd!
Do any of these games/features influence in how you approach designing RM?
Joe: They do not lol. Could you imagine being 360 noscoped in Reality Mod?
What do you love (or hate!) about working on RM?
Joe: The team! I can't stand them! Nah just joking, they're all great! I think the only frustrating thing about working on this mod is the Frostbite engine and DICE's inability to do anything consistently.
What do you think makes RM a one of a kind mod?
Joe: Something I've always found annoying about tactical games is that the player controls and animations always feel very clunky but thanks to RM being built upon BF3, that isn't a problem here. Oh yeah, and the destruction.
Which features would you like to see in RM in the future? Maybe some features from other games? Or original designs?
Joe: I think tanks would be good to see and maybe air vehicles with weapons - like a minigun on transport heli (add them back Janssent!) or something.
Thank you for your time, it was very nice to get to know you a bit better!
Joe: You're welcome, I hope you liked it. Have a good one!