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  3. mikezilla

Posts by mikezilla

  • Mikezilla's new blog from the hospital bed :(

    • mikezilla
    • October 8, 2011 at 9:30 PM

    Whoa that was my 999th post and this is my 1000th.

    *Eerie music*

  • Mikezilla's new blog from the hospital bed :(

    • mikezilla
    • October 8, 2011 at 9:29 PM

    Hey guys.

    Man, it's been a while hasn't it? I am delighted to see the forums still in such strong usage after as many years. Trip down memory lane sorta time for me, I guess.

    I noticed on my blog that I was getting a few hundred forwards to the material from mapcore so I swooped in to investigate. I have located the source of the issue! It's all your luvs.

    Thank you so much for the kind words, they really do mean a lot to me. I still don't fully know exactly what has occurred over the last ten days, nor do the doctors--I will say that I was released from the hospital and am back at home. Still not doing so great health wise, and I kinda hobble about like an old man, but I'm sure that's how most of you imagined me anyway

    Just wanted to drop by and say thank you. The blog will continue to be updated as the diagnosis evolves.

  • Borderlands E3 walkthrough

    • mikezilla
    • September 14, 2009 at 5:44 PM
    Quote from generalvivi

    5:41 seconds in on the first pax video you see "lucky Zaford" I THINK? I'm sure that's... Zach Ford "ferret"? I could be wrong....

    Yup. That's our Fetter.

  • Gearbox Software hiring Level Designers and Environment Art

    • mikezilla
    • March 12, 2009 at 1:35 AM

    Hey guys. Long time no see. I've been lurking but not posting.

    Update from me!

    I'm the Creative Director of a project here at Gearbox that I'm pretty sure is going to be huge. It's something I'm sure a lot of you would be interested in checking out.

    So basically right now we're looking for portfolios to take a gander at. We'll be bringing a lot of you in to check out what we're doing (under NDA) and try to get some of you guys jobs.

    I'm just pasting in our current expectations but please feel free to send me your stuff based on any level of experience. You'll be sending your stuff directly to me.

    Hit me back! I'm excited to see your stuff!

    -mikey

    Level Designers: Single/Multi-Player

    Position: Full-Time

    Updated: 2009-02-16

    Responsibilities:

    • Develop single player and multiplayer levels based on existing game design documents and research material

    • Implement and script combat

    • Work closely with the design team to create and refine the gameplay experience

    • Prioritize tasks, meet deadlines, and communicate in a professional manner

    Required Skills:

    • Serious passion for games and level design

    • Provide playable samples or screenshots from your levels

    • Excellent communication, interpersonal, and organizational skills

    • Have a high school degree

    • Live near or are able to relocate to Dallas, Texas

    Desired Skills:

    • 2+ years of professional game industry experience or published mod work

    • Familiarity with Unreal technology

    • Experience in Unreal's kismet interface, matinee, etc

    • Single player experience

    • College degree in related field

    • Have shipped 1 or more AAA titles

    Send resume to: [email protected] . Please include "Level Designer" in the subject line.

    Environment Artists

    Position: Full-Time

    Updated: 2008-08-28

    We are looking for all levels of Environment Artists who have the passion and talent to create visually stunning environments. Environment Artists will be part of the team creating environment art for an unannounced shooter based on one of the most famous shooters ever created, the Environment Artist will create all types of environment assets, terrain, structures and props. The Environment Artist will report to the Art Director.

    Responsibilities:

    • Ensuring the visual excellence of the environment art in the finished game.

    • Creating excellent environment assets.

    • Contribute to the creative and aesthetic sensibilities of the level designs.

    • Work closely with the design department to ensure the art supports the game play.

    Required Skills:

    • Excellent environment art creation, both hi-poly and low-poly modeling, texturing and lighting.

    • Technically proficient, must be comfortable with the technical aspects of environment creation, making sure that the levels look great while still being within specification and performance goals.

    • Excellent communicator, the ability to effectively communicate between design, art and programming.

    • All levels of experience welcomed.

    Desired Skills:

    • 3D Studio Max experience preferable.

    • Unreal, Z-Brush or Mudbox experience desirable.


    Send your resume to: [email protected] . Please include "Environment Artist" in the subject line.

  • Aliens: Colonial Marines - WTF Happened!?!

    • mikezilla
    • January 8, 2009 at 4:53 PM
    Quote from kleinluka

    yellow caution stripes? mikey how could you let this happen I still remember how you dissed me for making a futuristic caution stripey floor texture 6 years ago and i still havent gotten over it and now this [Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif]

    Haha. Well, that's not really the project I'm on. But, if I were to wager a guess, I'd toss out that the caution striping was in the movie... everywhere.

    In addition, that door could cut you in HALF, and might be in some generous need for a bit of caution. My flaming butt hate was always for people being like "caution! It's a wall!." Or striping on the coffee maker!

    Cheers,

    -m,

  • MapCore Job Census

    • mikezilla
    • December 22, 2007 at 2:06 AM

    updated.

  • MapCore Job Census

    • mikezilla
    • December 19, 2007 at 11:59 PM

    updated the first page with the gearbox peoples projects.

  • Mario Galaxy...

    • mikezilla
    • November 19, 2007 at 7:13 AM

    I finished it and I have 81 stars...

    Did that in three sittings, but they were LONG sittings.

    It's the best game I've played in probably a decade. ONWARD to 120!

  • Team Fortress 2 beta!!!!!

    • mikezilla
    • September 21, 2007 at 10:54 PM

    I LOVE sudden death unabashedly. Every death matters at that point-- really makes the game sweat bead up.

    I love the whole game, it rocks my socks clean the hell off.

  • Before they were famous: A Mikezilla Story

    • mikezilla
    • September 15, 2007 at 10:03 PM

    wow some of that stuff is like a decade old.

    man alive the internet is a scary place sometimes.

    Nice find, haha!

  • Time to move on..

    • mikezilla
    • September 6, 2007 at 12:03 AM

    It's a competitive industry.

  • Time to move on..

    • mikezilla
    • September 5, 2007 at 11:29 PM

    Synergy! Cohesion! Cinematic Immersion!

  • Borderlands

    • mikezilla
    • August 15, 2007 at 10:02 PM
    Quote from FMPONE

    one man's trash is another man's treasurewhich I suppose explains why you were not aborted

    I know this seems like an ironic thread to throw down the ban stick... but I've had enough of this dude.

    Hope no one minds He's gone for good.

  • Nuclear Dawn looking for Level Designers

    • mikezilla
    • July 24, 2007 at 3:51 AM

    I jumped the gun but I stand by my points. Clearly, Crispy is a cool dude who unfortunately is held to the standards that DaveL was. I don't think I come off as a "cunt" at all by how he chose to treat people. I think his legacy will stain the mod forever. He carried himself like he was the president of a company and not a 16 year old. And down the line all there is to show for it is a nice little art project four years in the making. Like I said in my opening post, I watched that mod chew up a lot of good people and treat them like crap for no reason. That's uncalled for and ironically as unprofessional as it pretends to be professional.

    Which is exceedingly irrelevant if Dave is out of the picture. Best of luck to you in the future and if you'd like I can delete my original post to better accentuate my not-a-grudge-holderness.

    And FMPONE, you are correct, you do not know me. Which is funny.

  • Nuclear Dawn looking for Level Designers

    • mikezilla
    • July 24, 2007 at 1:57 AM

    [edited to curb un-needed davel issues within the thread.]

  • Work at Gearbox Software on Aliens!

    • mikezilla
    • July 19, 2007 at 11:11 PM
    Quote from Minotauro

    Mikezilla, how much support does the company give to foreign applicants ? I heard it's pretty hard (nearly impossible) to get a work permit for the USA if you got no university degree. Maybe it's possible with company sponsorship ?

    You're continental. Just drive across the border.

    No but for real, I'm a little unsure as to how that all is working at the moment. I know a college degree makes it quite a bit simpler. Really, all I'm going on is that they want all the applications.

    Who knows, maybe we'll toss out offsite contracts to a few really qualified people (don't quote me on that.)

  • Work at Gearbox Software on Aliens!

    • mikezilla
    • July 17, 2007 at 11:03 PM
    Quote from Skjalg

    I guess this is US only?

    I asked specifically and they said they wanted to look at all the applicants.

    So apply away.

  • Gearbox is Hiring Level Designers for Aliens!

    • mikezilla
    • July 17, 2007 at 4:36 PM

    Work on Aliens at Gearbox!

    http://%7boption%7d

    [Blocked Image: http://www.gearboxsoftware.com/images/game_art/aliens_box.jpg]

  • Work at Gearbox Software on Aliens!

    • mikezilla
    • July 17, 2007 at 4:28 PM

    Howdy Gents (ugh, I can't believe I just said gents...)

    [Blocked Image: http://www.gearboxsoftware.com/images/game_art/aliens_box.jpg]

    So Gearbox is currently on the lookout for as many as five full time level designers to come work on Aliens! If you think you meet the requirements then, please, send in a link to your portfolio and resume to me. This is a big opportunity.

    My email is [email protected] . Drop me a line with the subject "Aliens Level Design"

    Thanks!

    Responsibilities:

    * Develop single player and multiplayer levels based on existing game design documents and research material

    * Implement and script combat and cinematics

    * Work closely with the design team to create and refine the gameplay experience

    * Prioritize tasks, meet deadlines, and communicate in a professional manner

    Required Skills:

    * Serious passion for games and level design

    * Provide playable samples or screenshots from your levels

    * Excellent communication, interpersonal, and organizational skills

    * Have a high school degree

    * Live near or are able to relocate to Dallas, Texas

    Desired Skills:

    * Single player experience

    * Professional game industry experience or published mod work

    * Familiarity with Unreal technology

  • TF2

    • mikezilla
    • May 16, 2007 at 5:53 PM
    Quote from leileilol

    Marketing, not developing. In reality it's just a cartoony rehash of the same old game. This is the kind of stuff that makes the press wanky and makes games suck. Hello? We're making GAMES, not pixar feature films.It's the same old tech, it's just more exaggerated in this case.

    But your counter case was Duke Nukem Forever... and you're talking about marketing. Which the game has none of. Catan on XBLA has better marketing by that standard.

    The truth is this isn't deep penetrative marketing anyway given that it's shakycam stuff released to the hardcore game sites. That's practically none of your audience. They did that for the fans and to create some fun word of mouth. It did, you're talking about it so... marketing wins? One to nothing.

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