19 articles in this category
MapCore speaks with level designer and photographer Jean-Paul Jarreau, responsible for reimagining Half-Life's iconic environments in highly-acclaimed remake Black Mesa (AKA Black Mesa: Source). Jean-Paul describes how he got into mapping, details the hairy development process of Black Mesa, and shares some useful pointers for budding level designers and photographers alike.
Thiago 'Minos' Klafke — MapCore’s top poster and one of its longest-serving members — recently surprised us with his excellent scene release for Unreal Engine 4. A perfect opportunity for us to pick his brain and get an insight into his amazing talent, a talent that landed him a job at Blizzard all those years ago. Prepare for a lot of big, beautiful images and enjoy!
One of MapCore's most active regulars Kacper 'KNJ' Niepokólczycki has recently been featured on numerous websites after beautifully recreating a piece of Deus Ex: Human Revolution concept art in Unreal Engine using UDK. Luckily for us, even following his new-found stardom he was still available for questions! In this interview, he gives an insight into the making of the scene.
In this fascinating interview, Thibault 'dkm' Courbet discusses with SpronyvanJohnson the development of recent hit Wolfenstein: The New Order. He also talks about his time at Starbreeze Studios, where he worked on Chronicles of Riddick: Assault on Dark Athena and Syndicate. Enjoy subjects including level design techniques, the challenges of id Tech 5, and the politics of working on a beloved IP like Syndicate.
Having worked at Ubisoft, Crytek, and Irrational Games, Francois 'Furyo' Roughol is one of MapCore's most seasoned level designers whose skills go far beyond just making something look good. With a keen understanding of the theory and processes that bring a level to life, enjoy some insights as he discusses with SpronyvanJohnson his work on BioShock Infinite, Crysis 2, Assassin's Creed 2, Prince of Persia, and Day of Defeat. You're in for a treat!
For this interview I got together with Paul 'PaulH' Haynes. A seasoned Senior Level Designer who worked on games like Crysis 3 and the DiRT franchise. He's currently busy with Homefront: The Revolution. From the asphalt of Codemasters to the newly formed Dambuster Studios. Read about his journey and enjoy a breakdown of his Crysis 3 multiplayer map 'Airport'.
A while back Krzysztof 'Tepcio' Teper created quite a stir with his very impressive The Witcher inspired scene. Not only did it demonstrate his amazing talent but it also gave us a glimpse into power of the new Unreal engine because it looks absolutely stunning. I contacted him and asked him to do this interview and have him share his secrets with you all. Luckily for us, he's not only talented but also very generous. Enjoy!
While Lenz 'penE' Monath is still studying at university, he's already made his mark on the games industry with his work on Batman: Arkham Origins and Dreadnought. This interview offers some great insights into getting started in the industry as an intern, not to mention a useful prop tutorial supported by downloadable source files.
MapCore's SpronyvanJohnson speaks with Mateusz 'seir' Piaskiewicz, Senior Level Artist for Techland who's worked on franchises such as Call of Juarez and Dead Island. Born and raised in Poland, seir was officially schooled to be a Landscape Architect but his passion for modding and games led to him switching careers. Enjoy an insight into how a seasoned game developer gets things done with this in-depth interview.