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  3. FrieChamp

Posts by FrieChamp

  • E3 2008

    • FrieChamp
    • July 16, 2008 at 5:20 PM

    Another shooter from Raven - "Singularity":

    http://www.shacknews.com/onearticle.x/53714

    Reminds me a lot of F.E.A.R and Prey.

  • E3 2008

    • FrieChamp
    • July 16, 2008 at 7:26 AM

    I guess we can use this thread for the flood of videos and announcements...

    Jade Raymond's "I am alive":

    http://www.shacknews.com/onearticle.x/53683

    WANT!

    Bungie's new game reveal:

    http://kotaku.com/5025652/bungie-game-r ... -publisher

    FAIL!

  • Where are all the Level Designers?

    • FrieChamp
    • July 15, 2008 at 9:55 AM

    This reminds me of a somewhat controversial statement, from a more experienced level-designer than me (any of us actually). He's about 40 years old, used to work as a city planner before he got into games and got a bunch of fairly successful titles under his belt. This guy used to work crazy over time, I'm talking about work for months straight without any day off. Now he has got a "9 to 5" attitude and I asked him why, he said:

    "Because it's just a game man, even if it actually turns out to be a good one, hardly anyone's going to remember it 10 years from now"

    Kind of a downer isn't it, such a statement...especially when you invest so much sweat and time into a game. Does that mean he's wrong? No, I think this comment shows perfectly how a view on games development can change with experience and age. And although I got lots of respect for those people here who spend both their work- and freetime to craft virtual worlds, I advise them to also spend more time in the real world beyond the screen, just to see what else is out there. Will that make you a happier person down the road? I don't know yet, I'm currently trying to find out

  • Mirror's Edge

    • FrieChamp
    • July 15, 2008 at 8:22 AM

    Haha love the colour coding!

    "It's red, so I must climb it!"

    Works

  • Where are all the Level Designers?

    • FrieChamp
    • July 15, 2008 at 8:14 AM
    Quote from Jetsetlemming

    Since a lot of industry level designers are posting in this thread, I wanted to ask a question: How many of you have a responsibility in the project to actually create art assets over creating the level geometry, sticking the art assets in and on it, and scripting it all together?

    What makes you think there wouldn't be as many level-designers browsing the forums "outside" this thread than inside? I can understand this question is very interesting, especially to newcomers, but this is a completely different topic we have discussed many times before in seperate threads, so please use those or post a new one. Thanks!

  • WANTED (film)

    • FrieChamp
    • July 14, 2008 at 9:50 AM

    Shooting...around corners....

    Oh come on!

  • PC Adventure Game Accused Of Ripping Assets

    • FrieChamp
    • July 13, 2008 at 8:43 PM

    Uuh....congrats?!

  • Where are all the Level Designers?

    • FrieChamp
    • July 13, 2008 at 2:05 PM

    Basically like CGTalk for level-designers?

  • Flagship is going bust!?

    • FrieChamp
    • July 13, 2008 at 9:57 AM

    http://kotaku.com/5024558/flagship-sunk ... f-hellgate

    http://www.shacknews.com/onearticle.x/53581

    Too early on a Sunday morning to write an extensive post, just wanted to say:

  • post your pic extravaganza 2008!!!~

    • FrieChamp
    • July 10, 2008 at 8:55 PM

    It wasn't your own wedding was it?

    Was it?

  • Max Payne, the movie!

    • FrieChamp
    • July 10, 2008 at 8:53 PM

    Nice try to cover up your fail there HP, but Nysuatro was first and off topic is the place for ANY movie discussion! You still have a lot to learn young Padawan. SHAME ON YOU HELDER! SHAME!

  • Max Payne [movie]

    • FrieChamp
    • July 10, 2008 at 6:29 PM
    Quote from e-freak

    looks awesome but damn fix the thread title!

    Fixed it for him ("Max Mayne" )!

  • WIP in WIP, post your level screenshots!

    • FrieChamp
    • July 10, 2008 at 1:52 PM

    Hey Paul, great choice of lighting and mood! Love the sky and the city scenery is very nicely done as well, but if you hadn't mentioned that the picture is about the plane, I would not have seen it!

    It's like one center piece is missing, I see the couple and the landscape behind, then in the next picture there is a big explosion, but many people might miss the connection. Also the probably most amazing moment of a plane crash (in movies or digital art) is when the plane is "about to" crash. How detailed is the model? Would it hurt to show it from closer?

    I like that the display of the camera (the rec button) is faded out slightly, as if it was affected by the blast. When you get to add the final touches on the image, I'd suggest to add some more distortion effects to the picture, would make it look even more dramatic

  • post your pic extravaganza 2008!!!~

    • FrieChamp
    • July 10, 2008 at 1:43 PM
    Quote from Bic-B@ll

    is that a good thing?

    You can damn right bet it is

    it's the tie, isnt it

    It's the red eyes you were too lazy to remove actually, but you get bonus points for the tie. :wink:

  • "This is not for geeks - this is for everyone"

    • FrieChamp
    • July 9, 2008 at 1:39 PM
    Quote from skdr

    Its not out yet - so no show just yet!

    Are you sure? Because I downloaded it, the only problem I faced was that I could neither see my own avatar nor anyone else's

  • MapCore Job Census

    • FrieChamp
    • July 9, 2008 at 12:16 PM

    Ok Ok let's stop derailing this wonderful thread!

  • "This is not for geeks - this is for everyone"

    • FrieChamp
    • July 9, 2008 at 12:02 PM

    Google unveils Playstation Home-like social networking app:

    Quote

    Internet software giant Google today revealed Google Lively, a browser-based online world in which users can design rooms and avatars for chat and other functions.Built with social networking web site integration in mind, Lively allows player-designed rooms to be embedded within a user's page on such sites as Facebook and MySpace. The tool is available now free of charge at the official web site.

    http://www.shacknews.com/onearticle.x/53501

    Gamasutra article/interview:

    Quote

    Guymon's closing thoughts? He believes that "Google is uniquely poised to validate this space for the mass market... this is not for geeks - this is for everyone."

    http://www.gamasutra.com/php-bin/news_i ... tory=19333

    Anyone wanna try this out tonight? I'll have a house party in my virtual room and all mapcorians are invited :derp:

  • MapCore Job Census

    • FrieChamp
    • July 9, 2008 at 11:26 AM

    Yes, but the entire discussion is getting out of proportion in my opinion. I mean, it isn't a secret where Taylor works. Everybody knows he is one of the founding members of Majestic Studios.

  • Game Development Cost

    • FrieChamp
    • July 8, 2008 at 3:51 PM

    I guess the truth is somewhere in between, no matter how much you think ahead and how experienced you are, there can always something unexpected happen, something going wrong or nut turning out to be quite as you had hoped it would be.

    Especially when you try to do new things, nobody has been done before - how can you know if it will work?

    I guess the key is to waste as little ressources as possible on unsafe things and prototype everything in small teams, before the whole team is doing something, that gets scrapped later on. You can save a lot of cash when you do things right during pre-production and test your ideas, before you give orders.

    It's also a matter of how well your project manager(s) handle(s) the ideas and decision process, while keeping an eye on the schedule and available ressources. On the other hand, some really good ideas pop up, when the project is in full production - so each time it's a struggle to decide whether the feature is worth implementing, or has to be cut. It's frustrating when it's your idea and you know the game would be better if it was realized, but if this process wasn't controlled, everybody would be tinkering on his pet project and the release date gets pushed out even further.

    Companies handle this differently, depending on their ethic and liquidity - Valve can afford to spend 6 years on a game to "get it right" (according to their vision and high quality bar), while other companies have to play on the safe side and get their game out the door on time.

  • Game Development Cost

    • FrieChamp
    • July 8, 2008 at 9:02 AM
    Quote

    The whole process of creating a game is still too unoptimized and a lot of manhours go lost in a project by constantly redesigning and redoing things, thats the reason why a lot of games take so long and therefore cost so much, not because they were so terrible complex to create.

    Bingo!

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