"It's insane," says Alexander J. Velicky. "It's difficult to describe what it's like in comparison to what I thought it would be. Imagine if you had never seen or heard of a rollercoaster and someone was trying to describe what it was like to you. You could try to imagine what it would be like, but then when you actually ride on one you'd be completely surprised."
Arguably the most famous modder-turned-developer of recent times, Velicky is talking about full-time game development. Aged just 19, he spent a year building the sprawling Skyrim mod Falskaar as a means of showcasing his talents, and in turn received a wealth of press coverage. He now works full-time at Bungie after securing a job off the back of his hard work—his resume also includes the ambitious Fallout 3 mod Project Genesis—and is proud of his modest roots. "If one thing is for certain it's that it has given me some incredible perspective when I play and look at other games coming out in the industry."
Today, Colossal Order and Paradox's city-building sim Cities: Skylines has one of the most prolific modding communities across all genres. Its Steam workshop page alone boasts well over a hundred thousand mods, and the number of keen enthusiasts flooding its forums is steadily growing with each passing update, expansion and portion of DLC. While for the majority modding serves as a vehicle to make existing games better, more cases like Velicky's distinguished example are coming to the fore.
For that first hockey game, my teammate was so starstruck.
For Bryan "Gula" Shannon, modding Cities: Skylines was something he stumbled into. After successfully completing a game design course at Florida's Ringling College of Art and Design, the self-confessed city-builder obsessee interned at Maxis and was thereafter offered his dream job: full-time employment to work on 2013's then unreleased SimCity. The beleaguered city-crafting sim's inauspicious launch however resulted in Shannon parting ways with Maxis shortly after, and, amid the chaos of supporting his girlfriend and her mother following complications with surgery, led to him finding solace in designing Cities: Skylines mods.
What started out small and working for free would eventually see Shannon establishing a Patreon, where those interested could allocate donations towards each Cities asset Shannon created—something up to this point he was doing for free. "This was before the whole thing began," he says of when he identified a market for making money from modding. Far from reskins, Shannon's work is built from scratch and he was one of the first to upload buildings following the launch of the game's modding tools.
"My girlfriend was a Twitch streamer for a while when I was working," he continues. "She's actually working at BioWare right now and is doing the same things that I do, creating 3D assets and building worlds and stuff like that. Before that, when she was looking for a job, I'd noticed people were donating money. I'd also noticed other people were making money for creating assets for games and I thought it was a way that I could support this same idea. I was getting like $8 per asset and this was like a free chipotle burrito! I was happy with that.
"I then made a joke with my girlfriend: wouldn't it be funny if Kotaku reached out to me to do an article, and literally the next morning when I woke up I had an interview request. I did the interview and the very next day I'd jumped to $575 per asset—and this was almost overnight. I thought myself, 'alright, I guess this is a serious thing now.' From there it hardly stopped—I think it peaked at about $875 or $890 or something—and that was life for a short while."
After interviewing with Bungie and then Hi-Rez Studios off the back of his Cities: Skylines input, Shannon landed a job at Arkane and has spent the last year working on the Dishonored 2 developer's incoming sci-fi shooter Prey. "When I first got onto the team it was supposed to be a surprise," says Shannon. "But I'd done a little bit of research and I think in a way if you had dug around in some forums you could sort of see what they were working on. The most astounding thing to me is when I first got there the game felt done."
Prey is due May 5, 2017 and if Phil and James' early impressions are anything to go by, Arkane could be onto something special. Shannon adds: "Our level designers are great. I'm working with people who've worked on Deus Ex and BioShock and things like that. I loved those games and to be able to work and support those guys is brilliant. They come up with an idea and I have to make it look pretty is the path I'm on just now."
Matt "Shroomblaze" Crux is a household name within the Cities: Skylines mod scene. Having built close to 450 buildings, fixes, and assets his catalogue boasts everything from towering skyscrapers to centimetre-high Boletus mushrooms, and his Steam Workshop follower count exceeds 4,300 people. Raised on consoles such as the NES, its Super successor, the PlayStation 2 and the N64, Crux latterly graduated to PC by way of SimCity 2000, The Sims and The Sims Online. He eventually discovered World of Warcraft—a game he reckons has since stolen ten years of life, and accentuated a five year depression. Cities: Skylines let him break free of a disheartening cycle.
"Four years prior to discovering Cities my family threw out paintings that I'd been working on, because they're very Christian and they thought I was being evil or demonic. They said I was too new age," Crux tells me. "In turn, for four years I went through an endless circle of depression, watching TV, playing WoW, not doing much in my room. Cities finally let me see my creative side, it let me be more creative again, it let me mod and let me start to get into being an artist again. It let me return to having fun."
At the time, Crux had no prior 3D modeling or modding experience, but quickly noticed how active the Cities community was in this regard. He decided to teach himself how to craft props and items by virtue of friendly Q&A within the game's forums and a great deal of trial and error. The end products spoke for themselves: pretty in-game effects that other folk could and, crucially, sought to add to their games—in turn giving Crux a distinct sense of purpose.
"The fact that I could make colourful objects that I can not only use in my game but can also help people have better games really helped lift my depression. I liked the comments, the appreciation for what I was doing, the fact that this gave me worth," he adds. "Before that, I felt like I was worthless, that nobody cared for me. My whole family, I felt, didn't give a shit about me and so it felt like I was doing something worthwhile. I was back doing my art again and I was also aware I was helping other people make their games better. I loved making little things for the city and in turn seeing them come to life, especially vehicles, where I'd make a 3D object and then watch it drive around. Yeah, I loved bringing things to life."
The more Crux produced, the faster his profile grew within the Cities' community, to the point where his inbox was full of player requests for what to craft next. This level of interest did not go unnoticed by developer Colossal Order and publisher Paradox, who last year—out of the blue—reached out and asked Crux to work with them as part of a community-sourced project.
Cities finally let me see my creative side and let me start being an artist again. It let me return to having fun.
Working from home in Phoenix, Arizona, the result was last year's Art Deco pack—a project which saw Colossal and Paradox covering Crux's production costs, and also splitting sales revenue with the creator once the DLC was released.
"When I first got the email, I saw it and didn't respond for an entire week," says Crux. "In my state, in my depression, I felt like I had a lot of negative energies in my head. I thought I shouldn't even contact them, but after a week, I thought: let's see what they have to say. When I eventually found out about all the details, I was like, woah, this is great!"
Crux says it'd have been a "travesty" had he decided to ignore the email, not just from a financial perspective, but also because he believes taking on the Art Deco project helped him conquer his depression and rediscover his creative side. While he's since scaled back his Cities modding involvement to focus on his artwork, by crafting miniature versions of his real-life artwork and designing in-game easels Crux has found the perfect way to combine both of his life's passions.
Shannon's path is perhaps more orthodox, but nevertheless owes much to the Cities: Skylines mod scene. He tells me he can't express how happy he is working at Arkane—something he describes as "a very, very, very positive experience"—and that he wouldn't have landed where he is now without the city-builder.
As a community, Shannon reckons it's second to none and is brimming with novel anecdotes and warm stories of teamwork and camaraderie. With this in mind, he recalls just how taken aback an amateur ice hockey teammate was upon discovering the esteemed Cities: Skylines modder 'Gula' was in fact Shannon himself. He laughs: "For that first game, my teammate was so starstruck."
Crux echoes a similar line, suggesting the overarching desire to build has a metaphorical effect on the community itself. "There are so many games out there that are destructive and Cities is the opposite," he says. "In those games it's all about conflict and nasty exchanges, there's so much negativity and it becomes hateful. The community in Cities is very positive and it's a creative platform to express who are you and a chance to be artistic. As a modder, the community is so supportive: the coders, the modellers, they all come together.
"If you're thinking about becoming a Cities modder, I for one absolutely support people doing that because it's a fun thing that creates great bonds between people—something which feels rare in videogames today."



Blimps. They re big, they re full of hot air, they re historically prone to crashing to earth in an unstoppable blaze. If you like blimps then we have good news for you. The physical manifestation humankind s hubris can soon be added to your bustling metropolis in Cities: Skylines [official site] as part of the Mass Transit DLC pack, which is also adding ferries, monorails and cable cars. This is so that your commuters can get to work more efficiently. I don t know what right-thinking member of the public would get the 7am zeppelin every morning, but the mayors of Cities: Skylines have never been ones to indulge sensible policies. … [visit site to read more]
I promise the rhyming in the following Cities: Skylines Mass Transit announcement trailer is better than my poor attempt in the strapline above. Due at some point later this year, the city builder's next expansion promises to deliver new forms of transportation to its bounds—by land, sea and air—as well as new transit service buildings, new mass transit hubs, new scenarios, new landmarks, and new road types.
Let's have a gander at that trailer:
Besides promising a range of new transit options—including ferries, blimps, cable cars, and monorails—Mass Transit gives mayor-players the chance to generate extra income by way of fares and journey ticketing.
The aforementioned transit hubs serve to tie your services together, "letting citizens change rail lines in one building, or hop from the bus onto the ferry, or even find their way through a sprawling monorail-train-metro station." Likewise, new scenarios will centre around solving traffic problems and adding new transit systems—something the game is already being used to help design in real life.
"New road types, bridges and canals adds variety to your city, and new ways to solve its challenges," says publisher Paradox. "Become an expert in traffic flow, and then use that knowledge to improve your city."
As is often the case with Cities: Skylines' premium expansions, the base game will receive a coinciding free update—the latest of which introduces "mod-inspired features" to traffic management, and the oft-requested ability to name roads. Furthermore, the update will bring with it new unique buildings, policies, achievements, and, crucially hats.
Cities: Skylines' Mass Transit expansion is "coming soon."

This is The Mechanic, where Alex Wiltshire invites developers to discuss the inner workings of their games. This time, Cities: Skylines [official site].
Cities: Skylines is a game about building roads. Its lovely set of road-building tools allow you to scribe beautiful curved boulevards into the gentle slopes and combes of virgin lands, and it has inspired 19-page forum topics entitled Show Us Your Interchanges and Steam Workshop lists 24,482 interchange designs.
Oh, and an incidental byproduct of a good road system is the growth of a city around it.
Cities: Skyline is Paradox and Colossal Order's "modern take on the classic city building simulation" that has by all means eclipsed the once dominant SimCity series. It enjoys a thriving modding community, boasts a wealth of neat official updates—not least its most recent Natural Disasters expansion—and is even being used to help build a real-life city district in Sweden. It's also going for less than a tenner until Friday, February 10.
As part of Steam's recurring Midweek Madness sale, Cities: Skylines is subject to a limited time 75 percent discount, dropping its Deluxe Edition price tag to £7.49/$9.99. (With a 66 percent reduction, its standard edition is going for £7.81/$10.19.)
Complimentary of its AI, although not afraid to call out its handful of flaws, Chris scored Cities a healthy 86 in his 2015 review. Here's an excerpt from that that:
"At times, Skylines is intensely satisfying, such as when solving a troublesome traffic snarl or when all the buildings in a district begin leveling up because you've provided the right combination of services and amenities. It's often soothing, like when flying the free camera around or peering down at the tiny NPCs living in your creation.
"It can also be terrifically tense, like when you realize your industrial zone has poisoned the groundwater of a residential area or when a power grid gets overloaded and you've got no money to add a new plant. The citizens of Skylines are pretty tolerant, but let them suffer too long and they'll abandon you in droves."
Steam's Cities: Skylines Midweek Madness deal is live now through 10am PT/6pm GMT Friday, February 10.

Cities: Skylines [official site] is one of those games that if given the chance will swallow you whole. Like any simulation game worth its salt, it’s comprised of so many moving parts that only by digging deep into its systems, mechanics and quirks can you hope to scratch its veneer and begin to understand what makes it tick. It’s a wonderful game once you do, but getting there can be a daunting task – even for the most tenacious of players.
User-made mods, of which there are now thousands, make this process a wee bit easier. It’s been the best part of two years since Alec shared his favourites (which are absolutely worth checking out), however the following list gathers the ones I’ve come to find essential in crafting my own homegrown cities and keeping my populace happy.
That last part might be a lie, but I swear that’s not my fault. (It totally is.)
There are natural disasters, and man-made ones. In Part 1, my Santa City was struck by a meteor, and in Part 2 I struggled to begin the rebuilding process. But as I'm busy trying to salvage my city I wind up killing almost as many citizens as those horrific acts of nature. Trying to keep my city condensed for maximum efficiency, I discover I've placed water tanks too close to my industrial areas, meaning the town's water supply has been tainted.
I've got a mass extinction event of my own making. I've poisoned every house in town. Nearly every single residence has a corpse in it. This is, as we say: bad.
Meanwhile, how's my second Santa doing? Well, the rebuilding and poisoning process has taken quite a bit of time, and Santa Mk. 2 is already retired and hobbling around town with a cane. I am pleased to see, at least, that he's spending his winter years in Snowman Park. Feels like a Santa thing to do.
Once I've cleaned up all the fresh corpses and moved the water tanks to a safer spot, things begin to turn around. My population grows to a few thousand citizens, which is good, but it also signals to the game that it's time to start sending natural disasters my way once more.
The fates are kinder this time, however. A sinkhole opens up, but it's in the ocean, doing no damage to anything except perhaps some unlucky fish. Another sinkhole strikes, but it's just on the edge of the shore, and while it takes out my water line it's an easy fix to get everyone's plumbing working again. Before long, my city has begun to grow properly, and as I've rebuilt it efficiently I'm soon flush with cash and able to buy early warning systems.
A deep space dish will give me advance warning of giant rocks headed my way. An offshore buoy will detect tsunamis before they happen. I've got weather detection systems and a radio tower to give citizens a heads-up about when they should put their heads down.
And sure, a tornado rakes its way through my city, killing 985 people and destroying over 100 buildings, but I've got the cash to recover quickly and none of the dead people are Santa so it's not that bad. Then an earthquake comes along and kills 407 more people, wrecking 84 more buildings, but again, Santa is spared. We even have a tsunami, but it only kills 40 non-Santas as it rolls along the coastline. I'm taking everything nature is throwing at me and rolling with the punches. My city keeps growing.
I do lose a few Santas, however, though none to disasters. One dies of old age, and is replaced by his kid, who moves away to another city (tough to blame him). I assign another Santa who was living in the same house, but he moves away as well. Soon I'm on my sixth Santa, who also dies of old age, so I assign a 7th.
My biggest problems is that I'm running out of room on my single map tile, which is half ocean. I convert low density residential and commercial areas to high density and watch towers spring up. The craters and earthquake scars that litter my map are now crisscrossed with roads and filled with homes and parks. You can barely see the evidence of the mass carnage that has taken place.
I'm slowly inching toward my goal of 20,000 citizens, and one living Santa, who by the way is now living in a pine-green highrise.
At a population of 19,119, another disaster hits. This time, it's an earthquake. As I idly scroll across the map to see how close it is to Santa's house, I see something incredibly alarming. I'm no seismologist, but I'd place the epicenter of the quake directly under Santa's home. The earth shakes and shakes. Houses next to Santa's high rise begin crumbling. Santa's house begins to shimmy.
And Santa is home. I can't do anything but sit and watch.
I'm not sure I can put into words how it feels to watch Santa's house collapse into rubble with Santa himself (well, his seventh self) inside. I guess I'll describe it like this: ah, crap.
Merry Christmas. And if Santa doesn't bring you any presents this year, I guess you know who to blame.