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  3. Skjalg

Posts by Skjalg

  • WIP in WIP, post your level screenshots!

    • Skjalg
    • March 11, 2007 at 8:01 AM
    Quote from ReNo

    Jesus, that's quite the disaster area isn't it? Trains, cars and ships sharing the same space...terribly unlucky really! I think you need to get some damage to the terrain under the train, as it looks like it was placed delicately on the ground just now. In fact I think the terrain in general could be improved a lot, as it currently looks very flat, featureless, and devoid of contrast. Lighting in the scene is rather weak too - you could use more defined shadows IMO.

    I agree.. It also lacks the feeeel

  • Crysis editor

    • Skjalg
    • March 6, 2007 at 8:36 PM
    Quote from ReNo

    I used to run dual screen - one 19" CRT and one 17" CRT - but these days I couldn't put up with the tiny amount of desk space that left me with. It was a handy thing to have, especially for coding I found, but I've gotten used to being without it again.

    LCD is your friend. dualscreen is a must these days.

  • Colorized black & white photo

    • Skjalg
    • February 25, 2007 at 12:31 AM

    I think its nice how you made the background seem like a really old photo with bland colors, and the foreground more like a modern thing

  • Splinter Cell: Double Agent

    • Skjalg
    • February 12, 2007 at 7:23 PM
    Quote from Zacker

    I just talked to the former lead level designer of the current gen multiplayer part of SCDA, he is working at IO today. It was quite interesting to hear actually.Turns out that more than 600 people spread out over 4 studios worked on SCDA. The development was split up in a current gen part and a next gen part which were _totally_ seperate. Yep you heard right, no sharing of story, assets, code - anything.

    For the next gen version the 360 was lead target and for the current gen version the ps 2 was. For the current gen version it gets even worse though, as the multiplayer component there did not even use the same engine as the sp component!

    Sounds like a totally crazy project to me. Like how on earth do they expect a project with 600 people on the payroll to ever break even?!

    If you'd take a headcount of the "cheap labour" IOI has working for them, I bet you'd reach the same number

  • extremely old screenshots from my first level design days...

    • Skjalg
    • February 12, 2007 at 7:21 PM

    haha

    (sad thing is, phill is right)

  • Brits hit by FF

    • Skjalg
    • February 9, 2007 at 1:35 AM

    I has to do with what you think is wrong and right.

    Killing friendlies = wrong

    Killing baddies = right

    If you dont like killing at all, you shouldnt be in the army

  • SVN directory's ? TortoiseSVN

    • Skjalg
    • February 9, 2007 at 1:32 AM
    Quote from WesleyTack

    This seems to be finally fixed thanks to the latest steam update...Hooray !

    foreal?

    *fires up hammer*

    edit:

    HOLY COW ITS TRUE!!!!!!

  • STALKER release date and countdown

    • Skjalg
    • February 7, 2007 at 4:13 PM

    Maybe it loads a lot from cd/dvd like old diablo back in the day

  • WIP in WIP, post your level screenshots!

    • Skjalg
    • February 4, 2007 at 1:55 PM
    Quote from DudeTor

    I work with cranes like this, they become pretty gritty after the first two months (if even that long)

    OMG HAI!~~

  • GRIN Hiring level designers

    • Skjalg
    • February 1, 2007 at 7:18 PM

    Consider it sent!

  • RO-Zavod (Red orchestra)

    • Skjalg
    • February 1, 2007 at 5:15 AM

    haha yeah definatly

  • BattleGrounds2 1.0b Media

    • Skjalg
    • January 31, 2007 at 5:48 PM

    Downloading now.. Looking at the image took a while (slow server?).

    Im looking forward to the beta, hope for your sake that its more stable than the current version *shudders*.

    Also, you might want to reconsider the map theme you got going there with pure large prop-filled-displacement areas.

  • RO-Zavod (Red orchestra)

    • Skjalg
    • January 31, 2007 at 5:41 PM
    Quote from st0lve

    Looks kinda post apocalyptic, and not WW2ish

    And I love it, because of it

  • dm_archt WIP [HL2DM] (Completed)

    • Skjalg
    • January 31, 2007 at 8:42 AM

    seems like there were cooler shadows int he low fps version...

  • [movie] no title yet | edited: mpeg1 encoded

    • Skjalg
    • January 28, 2007 at 3:57 AM
    Quote from von*ferret

    eh lol

  • The random model thread!

    • Skjalg
    • January 27, 2007 at 7:54 AM

    actually, theres a door back at my old house (back of the garage) that looks excactly like this... especially the window^^

  • Gearbox Software Hiring Experienced Level Designers

    • Skjalg
    • January 27, 2007 at 5:34 AM

    What if i live in europe, but have a bachelors degree (so i most likely could get into the US permanently), would you accept my application then?

  • The 300 movie trailer:

    • Skjalg
    • January 27, 2007 at 5:29 AM
    Quote from e-freak

    oO seems like good action but - wtf is the story about and why the f did they use bevel and emboss filters on all textes?

    It's actually taken from a "true" story, believe it or not.

    The whole thing is about Greece beeing under attack by the persians, and the whole of greece isnt united under one banner so they are pretty much fucked. Then the persians meet the spartans and theres this legendary battle where 300 spartans stand against a horde of persians. Their couragious death made the whole of greece unite and fight back the persians.

    Something like that

  • /!\ OLD SCHOOL CONTEST /!\

    • Skjalg
    • January 27, 2007 at 5:25 AM

    Kabelen: very nice use of the white texture, i like it

  • Heading for Starbreeze this friday!

    • Skjalg
    • January 26, 2007 at 11:43 AM

    Let us know how it went when you get back home

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