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Editor tools what to learn next?

  • Lee3dee
  • November 29, 2008 at 6:54 PM
  • Lee3dee
    • November 29, 2008 at 6:54 PM
    • #1

    Which editor is easier for an Unreal LD to pick up and mearn 0

    1. Crysis: CryEngine2 (0) 0%
    2. HL2/TF2/L4D: Hammer (0) 0%
    3. COD4/Quake4/Doom3: Radiant (0) 0%

    With my recent layoff from Gearbox, I've been using this past month to work on art tests but I want to start expanding my knowledge of other game editors. I've been using Unreal tools for about 4 years, so its very familiar to me, but I feel as though its limiting me when applying for jobs.

    Which editor do you think would be easy for me to pickup and start learning. I briefly experimented with COD4 radiant a few months ago found the navigation difficult compared to Unreal. Unreal tool set has spoiled me with its ease of use.

    thanks

    Lee

  • Steppenwolf
    • November 29, 2008 at 7:29 PM
    • #2

    I would go with Sandbox if you want to widen your horizon to something that is modern and not based on bsp trees. It should also be easy to pick up. I checked it out and its very similar to what i use at work (Diesel), which i had no problem at all to learn.

    Radiant and Hammer belong in the same category as Unreal Editor imo, you would learn a new tool but no new method for level design. It sure would make sense to learn one of these tho if you want to apply at a company that uses them!

  • e-freak
    • November 29, 2008 at 7:30 PM
    • #3

    have been working with hammer and sandbox2 (ce2) and they both are somewhat simmilar to ue3. sandbox is quite intuitiv and the scripting is quite simmilar to ue's while hammer is more from the brushwork/modelling part simmilar to ue. L4D and TF2 are definetally the best games atm to go for with custom-maps. Source SDK is quite a lot more deeper than it comes to custom-content though. UE3 and SB2 are way easier in terms of custom content importing.

    edit: Disagree with Steppen: The gameplay of crysis is different - that's why the SB2 levels are different, but esp with TF2 and L4D you'd need to reconsider the ways of creating levels to most of the UE3 games. It's technically simmilar but it really something much more compelling to work with the rules of these two titles.

  • Steppenwolf
    • November 29, 2008 at 7:48 PM
    • #4

    But it's not about fancy custom maps. He want's a better chance on the job market! I would learn the cutting edge technology rather then something that is kinda outdated from a technical and work flow perspective.

  • Lee3dee
    • November 29, 2008 at 8:02 PM
    • #5

    I'm more interested in broadening my tools than being only limited to 1 editor. Isn't radiant used in a lot of games recently? Is hammer similar to radiant? so would it be easier to learn radiant over Hammer?

  • Steppenwolf
    • November 29, 2008 at 8:08 PM
    • #6

    They are both similar but Hammer to Radiant is like Wordpad to Microsoft Word. You can do similar things but Radiant is way more advanced and versatile. But of course also harder to learn.

  • FrieChamp
    • November 29, 2008 at 8:20 PM
    • #7

    Radiant is traditionally used by titles that use quake/doom engines. I've never wrapped my head around it, maybe I haven't tried hard enough, but as you said, finding your way around the interface is a nightmare for beginners, so you will have an easier time with Hammer or Sandbox2. Take this comment with a grain of salt though as I personally haven't touched Radiant for ages, so maybe some dramatic changes have been made to the interface, possibly by IW for CoD4, but reading your post, it doesn't seem that way and I don't think it's just you being spoilt by the UE3 SDK. When it comes to Hammer or SB2, SB2 is probably the more complete package, or let's say the more up-to-date one in terms of usability, tools, technology.

    In the end it doesn't sound like you want to learn the editor that is the easiest, but the one that increases your chances to get hired, which makes all my previous comments somewhat irrelevant. I'd go with the engine/tools that the studio uses you send your application to, or the one that makes your environment art shine the most.

  • Jetsetlemming
    • November 29, 2008 at 9:11 PM
    • #8

    Have you tried environmental design in a 3d modeling program like Maya? It's certainly a significant part of the industry, I think.

  • VoodooBenshee
    • November 29, 2008 at 10:31 PM
    • #9

    the other question is, why are all interested in shooter editors? why don´t you try making custom maps for rts games like world in conflict, company of heroes or command & conquer? with those type of games i found my way to the industry.

  • e-freak
    • November 30, 2008 at 12:59 AM
    • #10

    most probably because everyone who's able to use UE3/Hammer/Radiant/SB2 is able to use a simple RTS Editor (well pun here maybe - last editor I used was World Editor for WC3 and it's noway as complex as a shooter-editor)

  • dux
    • November 30, 2008 at 10:30 AM
    • #11

    Try using Worldbuilder for Company of Heroes. It has some really sweet tools you can do so much with it.

  • 2d-chris
    • November 30, 2008 at 2:26 PM
    • #12

    My vote would be Source and Sandbox

    If you've used Unreal for so long, sandbox will be a walk in the park. Source is a litle old school but it's also quite nice to build quickly without tons of artists.

  • tofu
    • November 30, 2008 at 3:51 PM
    • #13

    If you're going for a standard LD position then I'd want to see how concentrated your gameplay designs are over what or how many toolsets you feel you're competent in. Candidates would learn fast inside the studio, surrounded by others who know the tech. If you've learned one already - you've shown you have the capacity to understand the technical aspects to creating your work.

    I'd rather see a small SP level done in Gears of War than seeing your resume stating that you know Unreal and Hammer/SE, but don't have a solid gameplay demo available.

  • Sentura
    • November 30, 2008 at 4:00 PM
    • #14
    Quote from tofu

    If you're going for a standard LD position then I'd want to see how concentrated your gameplay designs are over what or how many toolsets you feel you're competent in. Candidates would learn fast inside the studio, surrounded by others who know the tech. If you've learned one already - you've shown you have the capacity to understand the technical aspects to creating your work.I'd rather see a small SP level done in Gears of War than seeing your resume stating that you know Unreal and Hammer/SE, but don't have a solid gameplay demo available.

    i agree, semantics over syntax.

  • mjens
    • November 30, 2008 at 6:35 PM
    • #15

    CryEngine 2 is very up to date, so if you have a powerfull machine go for it. Source and IDTech4 engines are less next-gen but those are really simple to use. I suggest you to check HL2's Source engine (you can have some problems with instalation )...

    GOOD :megaman: LUCK

  • dissonance
    • November 30, 2008 at 7:04 PM
    • #16
    Quote from Lee3dee

    With my recent layoff from Gearbox,

    =(

  • Mazy
    • November 30, 2008 at 7:31 PM
    • #17

    I'd say Radiant, is anyone besides Valve and Crytek using their engines? (Maybe I'm just being ignorant here but I haven't seen anyone using Cryengine other than Crytek, and few using Source). Of course if you're planning on going for each of those studios it makes perfect sense

  • st0lve
    • November 30, 2008 at 7:47 PM
    • #18

    What about Inhouse?

  • 2d-chris
    • November 30, 2008 at 8:51 PM
    • #19

    I think lee is after an engine for art purposes rather than level design ... or maybe both!

  • Jetsetlemming
    • November 30, 2008 at 8:57 PM
    • #20
    Quote from Mazy

    I'd say Radiant, is anyone besides Valve and Crytek using their engines? (Maybe I'm just being ignorant here but I haven't seen anyone using Cryengine other than Crytek, and few using Source). Of course if you're planning on going for each of those studios it makes perfect sense

    Source is apparently super ultra cheap to license and gets used for stuff like edutainment games. There's about half a dozen "real" videogames either made or coming out in Source third party. VtmB, Dark Messiah of Might and Magic, Postal 3, Sin: Episodes Emergence, Zenoclash, etc.

    http://en.wikipedia.org/wiki/Source_engine

    They're doing better than ID licensing right now, actually

    I haven't heard any news of anyone licensing Cryengine. Maybe once their console versions are ready.

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