Posts by KungFuSquirrel
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Congrats Defrag and anyone else here who's contributed; I haven't had a chance to play it myself as I'm back home for the week (USC at Nebraska this weekend WOOOOOO) but I've been keeping an eye on FF for a while and getting to this stage is always something to be proud of.
Looking forward to taking a peek when I get back.
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Same guys that made Daxter, so you know it'll kick ass.
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Wasn't there a mod trying to do this same thing?
Isn't it also one of the many announced-before-HL2-came-out-but-still-doesn't-exist mods?
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err its wrong because if you take the pokemon games they compilled the units sold not by single game but series... ex. pokemon blue+red+green..
Thank you, internet.
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It's ok, it'll take a few more years for everyone to catch up.
BTW, on a similar note, if your workplace in the video game industry ever uses the words "action" and "item" together in one sentence that doesn't involve the in-game inventory, it's probably time to run.

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Holy ridiculous image sizes, could we get some thumbs or something there?

Looks really cool, I like what you've done getting that really haphazard non-axial feel to everything. I think the rocks in the back are the weakest part of the scene, but as the main focus I think the shacks and little bridge bits will carry it.
Also, your fishnets hanging in the shack bother me... are those alpha masked? it almost looks like they're blending a bit. I think those might sell better if they even had a normal and accepted light, which it doesn't look like they are right now.
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Seems relevant to industry discussion.
I think, while obviously bad things have occurred, overall most of the 2K hate has been blown a bit out of proportion with the angry internet mobs of ascii torches and pitchfork - valid complaints risen to epic "omfg boycott!!!" proportions that'll all simmer and cool off one way or another within the next few months (and certainly before 2k's next major title).
It's certainly good they're working these kinks out on one of their titles and not, say... ours.
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Looks like a decent start, interested to see what you do with the lighting to balance nighttime with gameplay.
Only real nitpick right now would be the 45 bevels in the last shot. Use a 2:1 where the 45 pieces meet up, man!
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So are they beyond close to release now, or...?
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Damn terrorists.

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Work visas for the games industry are virtually non-existent right now, and they've changed things recently to make it even more difficult. One guy from Raven basically got deported back to Canada when they shifted things over, though he's far more successful now as a contract artist so that worked out for him

If you can't prove that you can't find that person's equivalent in the US, it's basically not going to happen. :\ Not to say it's not worth trying if you're wanting to work in the US job market, but be prepared for disappointment.
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Quote from Psycho
I guess the real question is; Who doesn't need to learn UnrealED? If you want a career as a level-designer you have to learn UnrealED at some point.How simple is it to use compared to other editors?
People working on the dozens and dozens of proprietary engines on the market?

I don't think it's any harder or easier to learn UE3 than any other engine on the market right now. I'd say it's much easier than past Unreal iterations; I was up and running on production work almost immediately with only minimal unreal knowledge when I started here at Gearbox, and save for bsp being a bit slow it didn't take long for everything to become really natural.
There's still lots of little things you just sort of pick up over time, and lots more little things than before with all the new bells and whistles (like kismet, matinee, the material editor - all omfg awesome, by the way), but I don't think the initial bar for entry is any worse than it was already. The hurdle for people using this isn't going to be learning the engine so much as it will be making the content at a comparable level to the games shipping on it, which is going to get tougher and tougher no matter what engine you're on.
Also, I still recommend using tech in games you want to work with. Source-only experience (or work on any other tech) isn't going to disqualify you for a job on another engine; if you know how to make a great level, you can do it on any engine. You're going to make better stuff for a game you love than for a game you got just to play around with the tools.
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I plan on building the shit out of maps for Gears PC and UT3.
finishing and releasing... well, that's another story

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Bump - I'd like to add we've also got some open slots on Borderlands yet, so also prod our way if that seems like your cup of tea and feel free to ping me with any questions.
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That logo is pretty ace.
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:party:
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haha, maybe - one of our character classes can create a similar effect (as noted in a few previews from our leipzig showing).
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To think, it was just the other day in the Mafia thread people were praising 2k's upcoming lineup...
Also, the Game Informer article is finally on shelves, so you should go grab it and read it with gusto.
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