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.
We're looking for a level designer to work on our upcoming tactical FPS Due Process. This position is onsite and will require you to be local to Seattle. This is a paid position and relocation assistance is possible.
To apply for the position, send an email with your resume and a link to your portfolio to [email protected] or you can check our the listing at https://www.linkedin.com/jobs/cap/view/628059980/?pathWildcard=628059980&trk=mcm
Hey, I've decided to make a topic where I'll put together all the links to different stuff I've released for Source/CS:GO.
Assets from my CS:GO maps. Free for non-commercial use as long as you give appropriate credit.
Newly released assets from Breach! Over 600 models and over 100 materials. Includes a zoo map.
Assets from Thrill. Includes a zoo map.
Collection of 4 different water textures that work both on high and low shader settings. Free to modify.
Source Engine Tools
Streamline the Source engine workflow. Mostly substance stuff.
Substance Shaders (and templates)
Newly updated shaders for Substance Designer and Substance Painter. Supports Diffuse, Envmap reflection, Specular reflection, Glossiness, Metallic (Diffuse tint), Fresnel ranges and LightmappedGeneric mode. Also includes Painter templates and export presets and a glossiness wizard filter for Painter that can be used to create glossiness and envmap mask maps from specular mask or roughness.
PBR to Source
A substance file and a VMT template that aim to match the PBR look as close as possible in Source (still a long way off). I don't suggest relying on this to make your materials (learn how Source handles materials instead), but it does an alright job with any PBR materials you might want to use in Source. Note that this converter only works on VertexLitGeneric. There's a brush version included but it requires manual tweaking based on the material.
If you have any questions, ask away!
I just published 'Chalice' to the workshop, a small Wingman map inspired by a fortification in northen Italy, and a spin-off to my earlier map Scepter. Assets from 7 different maps came together to make this: https://steamcommunity.com/sharedfiles/filedetails/?id=1362837520
I'm now developing a full fledged single player campaign titled " A New Hope".
Now onto the screenshots