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.
[Feature] Interview with Jean-Paul Jarreau, Black Mesa level designer
-
-
-
Nice article, has been nice seeing your skills evolve so much the last years.
-
i think the page structure needs a bit of work, every question is like a new article title
-
Well there're a lot of different ways to present an interview, some do it like I have and some do it so the questions don't look much different to the answers. The style of each question is using the usual sub-heading style, which seems intuitive to me as each answer is essentially a separate part of the one article — plus it helps to break things up and stop the article being a never-ending stream of text.
If others agree that this is confusing be sure to leave a comment and I can take another look at it.

-
Nice interview, JP.
I like the style and how it was laid out, don't change it!
-
I agree with PogoP on this one. The spacing and large titles makes it feel less like a wall of text and more like, you know, an article.
-
Tried to work out what JP's WIP is, failed... left wondering

-
It's Stalkyard, one of the HL:DM maps. I'm really excited to give black mesa multiplayer a try, seems like it could be good old fashioned mp
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!