soultron

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soultron last won the day on April 17 2016

soultron had the most liked content!

About soultron

  • Rank
    Regular
  • Birthday February 15

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  • Website
    www.panecasio.com

Profile Information

  • Real Name
    Anthony Panecasio
  • Employer
    Ubisoft Toronto
  • Job
    Level Designer
  • Location
    Toronto, Ontario

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  1. Hey folks, We're currently looking for a Senior Level Designer here at Ubisoft Toronto. Posting: https://www.ubisoft.com/en-US/careers/search.aspx#sr-post-id=91023518 I'm reaching out because we have a lot of great unannounced projects at the studio cooking right now (I unfortunately cannot and will not be able to tell you what they are, sorry!) and I think our studio culture, benefits, and general neighborhood are fantastic. I've been here for nearly 5 years so feel free to ask me any questions about working at Ubi TO.
  2. This looks fantastic. I love the architectural work on the exteriors of the structures in particular. The radar is a bit hard to judge the sites from though. Can you post some detailed shots of the sites so we can examine them? (I ask because I'm at work and can't play right now.)
  3. For anyone who wants to fill their dark souls with LITE, click here. Lookin' good. It's come a long way since early days! Excited to play it again now that you're officially released.
  4. The logo and accompanying text get a bit lost, especially from that distance, on the corrugated metal they're sitting on. Maybe a solid backing panel (or something of the sort) would help it standout a bit more. It's really the vertical lines of the metal texture that kind of slice it up and make it difficult to read. The green text also blends into the white/gray of the metal texture -- the black text is much more readable. Minor stuff to come back to after the tedious work, honestly. Attached some other feedback notes. I'm not sure if you're going in to do other visual touches and polish later on, but I made some suggestions to that effort. Some of the stuff you've already thought of I'm sure, so forgive me if some of the feedback is obvious or stuff you're planning on doing but just haven't gotten around to doing yet. All around, good progress in such a short amount of time! You've been crushing it this week!
  5. I think this one looks best so far and will probably be most readable at a distance. Have you considered all caps in this font?
  6. Can I be added to Ubisoft Toronto as a Level Designer? Porfolio site is www.panecasio.com
  7. Thanks, Corwin! And thanks for writing your fantastic series! I put a link to your article at the bottom of my post, as a bonus for readers who make it all the way down.
  8. You're not alone -- I'm also incredibly hyped! I'm also really jealous of the people who get to work on this game. Not only does it look fantastic, it also seems like a level design dream job. The first game had its issues but it's still one of my favourite games of all time. Really excited for this one!
  9. We've all had moments where we play a section of a game, and just sit back, saying to ourselves, "damn, that was really well designed!" I recently had that kind of moment after completing the tutorial in Dark Souls 3. I enjoyed it so much that I replayed it 3 or 4 times from the beginning, screencapping as much as possible, and attempting to understand what the designers attempted to do and why it worked out so well. I wrote a lengthy post about it, especially after having been inspired by the Push & Pull series that was recently featured on Mapcore. You can find the post here: http://www.panecasio.com/blog/2016/4/13/dark-souls-3-cemetery-of-ash I'll forewarn you by saying this is a really long read, but I littered it with illustrative screenshots, so I hope it's not too dry. (I still think I need an editor!) Interested in hearing what my fellow design-minded people think of the the tutorial in Dark Souls 3, if you've played it. PS: yes, @cashed, I am finally done writing this and am going to work on my CS map again.
  10. Here's my newest stupid gun. It's corny but I had fun trying to take this idea from concept to reality. Glock-18 | 8-Baller
  11. Tried to make a set this time. 9 skins. The COPPER KOI Set: AWP | Copper Koi Five-SeveN | Copper Koi Glock-18 | Copper Koi Tec-9 | Copper Koi Galil AR | Copper Koi Negev | Copper Koi Mac-10 | Copper Koi Nova | Copper Koi XM1014 | Copper Koi
  12. Good point! It's so cleverly disguised! (It's a really solid piece of graphic design, too.)
  13. Ah. Might be worth mailing/getting in touch with someone at Valve on this question. Wouldn't want something silly like that stop you guys from being considered. (Although they'll probably contact you to sort the issue -- if it's actually an issue -- if they want the map, I'm guessing.)
  14. This might be a dumb question: the skylight-style glass fixtures on the A site floor are bulletproof, correct? Really liking the look so far, and your organic shapes are very nice. Going to study the top down a bit more now. EDIT: Initial thoughts on bombsites is that they might have too many entrances. Also, it's tough to gauge how much cover will be at the sites: will you add props (actual gallery art pieces!? :D) to act as cover or more structural elements? Mid looks like it's very long, so AWPers will have some battles there. Any covers going to be added in the middle of the Mid stretch?
  15. Holy crap, this map is looking fantastic so far. It actually looks readable (player models will contrast well against the environ/geo), which is an issue with some maps in the early stages of detailing. Layout also looks very interesting. I'm eager to try this map out. A thing to ponder: will having the Scottish flag prop present limit the chances of it being accepted into an Op? I think Valve is kind of cagey about accepting content with any national iconography on it; they've mentioned they won't accept weapon skins with flags on them, as an example. Trying to think if any maps that Valve has developed or accepted into the Ops have flags in them.