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Posts by 2d-chris

  • Learning UE4

    • 2d-chris
    • August 16, 2014 at 1:36 AM

    does the material editor not have presets for basic material types like terrain blends? even when I used UDK i had to make the basic shader graph for a terrain setup, surely this could be a preset of some kind.

  • Do you enjoy your job in the games industry?

    • 2d-chris
    • August 16, 2014 at 1:33 AM

    Yes

  • (UE4) The "Hello World!" of Level Design (WIP)

    • 2d-chris
    • August 15, 2014 at 12:25 AM

    that looks very promising!


    I wonder what goodness can be done with blueprints in a small space like that ... hmmm

  • NEW Unreal Tournament!!!

    • 2d-chris
    • August 14, 2014 at 5:23 PM

    Erm, it's a weekly updates for the community who are working on the game - this isn't pre order, early access marketing here


    It's a big experiment, this is what game devs do to get something quick into the game so they don't have tons of dependencies blocking them. I doubt they would change their workflow to appear smarter, that's a waste of time

  • (UE4) The "Hello World!" of Level Design (WIP)

    • 2d-chris
    • August 13, 2014 at 11:49 PM

    Hi, and welcome!


    First off, looks pretty cool, I think if your goal is to be a level designer, I would not focus on the art creation side of things, that is incredibly time consuming - what I would do is use what assets I can find and build some levels. As a level designer, chances are you won't be making actual textures, final models etc, those days are pretty much over. You'll be figuring out WHAT to build, and possibly helping to place assets made by artists.


    Level designers usually use grey or simple colored grids to work out their layouts, scale and game play. Artists then break the scene down and figure out the best method to construct the assets. Of course, these are just tips, as there are still level designers who can do art, and even completely different workflows to get to the same end result.


    If your goal is to learn as much about level design as you can, then focusing on that, and not creating assets would accelerate your chances at employment - if that is you end goal. For this, ask yourself what is the purpose of the level, how are you going to show you designed a space for a game ... puzzles? small story? UE4 provides some great tools to demonstrate your design sensibilities.


    If your goal is to prove you can build pretty looking environments (still important for level designers believe it or not) then use assets made by artists and design a level with awesome game play using their art.


    Cheers

  • Quantum Break - Remedy's next game!

    • 2d-chris
    • August 12, 2014 at 11:32 PM

    yeah what Thrik said, pretty much sums up how I feel.

  • Robin Williams has passed

    • 2d-chris
    • August 12, 2014 at 12:21 PM

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  • Robin Williams has passed

    • 2d-chris
    • August 12, 2014 at 9:36 AM

  • WIP in WIP, post your level screenshots!

    • 2d-chris
    • August 10, 2014 at 2:50 PM
    Quote from Minos

    I always wondered why nobody ever made an online soccer game where each player controls a single player in the field... it would be pretty chaotic and fun in the beginning, until people start taking it seriously, forming teams and turning it into an e-sport


    one of the most popular sc2 custom modes is football, each character has a unique ability


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  • DOTA 2

    • 2d-chris
    • August 7, 2014 at 9:58 AM

    man, so good - Will check it out later

  • Epic Games opens UK Studio

    • 2d-chris
    • August 5, 2014 at 9:09 PM

    Shits getting Unreal, pretty Epic Move.

  • UE4 - AI tutorials needed

    • 2d-chris
    • August 4, 2014 at 11:43 PM

    cool - just followed the turret example, and added some visibility checking, so it only fires when it can see you. Very neat. Next I'm going to add some homing rockets, accuracy variable and make it so you can destroy it.

  • THQ... Next Crytek?

    • 2d-chris
    • August 1, 2014 at 11:43 AM

    I'm still a believer in making very good games, games with something unique to talk about, doesn't matter what that is. The rest will come with time, sequels and fans, Indy proved this. If you don't have the above, it doesn't matter what business model, budget or scope or aim for. Yes, there is a world of pain in business and game development - but I feel we often find excuses for the cause of a failure, rather than looking at the products and being honest.

  • Rainbow Six: Siege

    • 2d-chris
    • July 30, 2014 at 9:18 AM

    If it has this theme song, I'll buy it


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  • Rainbow Six: Siege

    • 2d-chris
    • July 29, 2014 at 7:40 PM

    I think this is one of the first games I'm actually in favor of the destruction, at least it's not just stuck on as a marketing gimmick. All that seems left to do with Rainbow Six is adding more dynamic environments and they seem to of nailed it.


    I was not interested at all in Vegas for a number of reasons, but this has my attention.

  • List of your goals for 2014

    • 2d-chris
    • July 26, 2014 at 3:52 PM
    • change my life in a big way - shits got predictable and pretty boring recently
    • stop complaining so much
    • travel and take some more landscape/cityscape photos
    • make better games
    • start thinking about 2015's goals because its already half way through this year
  • Mapcore Challenge - Engine Preference

    • 2d-chris
    • July 26, 2014 at 2:19 AM

    If we're talking about a contest for level design, then it's quite simple ... you need a game first, then the editor - the level "design" part of it cannot be judged or even really attempted without a game as a framework - it is possible but very hard.


    If we're talking about a "Scene" with art and tech, with the mindset of a certain genre of game, then IMO U4 is a solid choice, but then again, so is any other engine because other than running about it looking at the pretty scene there's not going to be much more to it.


    If we're talking about doing both, then that's a crazy long challenge, and most people won't have the time to do it anyway.


    I think, we should open disccusion as to what kind of challenges we even want to do, small puzzles, badass blueprints, art scenes, speed mapping, dm arenas? Once again, I can't think of anything in my list that should be restricted to a single game engine, or even game. What would happen if we want to do an RTS based level challenge?

  • Games to get someone into gaming for the first time?

    • 2d-chris
    • July 25, 2014 at 8:45 PM

    I suppose thinking games, management or turn based are a good bet, then building up to real time games in the future. Was hilarious to see my mum try and play Crysis when she never played a shooter before, was quite eye opening for me actually because you easily forget your first time


    I guess - starting from scratch it's more about the pressure in needing to perform lots of quick actions to win the game, so anything that allows you to stop, pause and do it at your own pace is great to start with.

  • (UE4) Sci-fi Colony Bunk Room

    • 2d-chris
    • July 24, 2014 at 11:57 PM

    I think these days just about everything has already been done with scifi interior design, but what I like so far with this scene is it has a consistent theme.


    If you want to try something different, I'd like to see a scifi scene with touches of natural ... wooden floors and candles? I mean why not? Here's an idea, make it so using a control panel on the wall you can actually change the floor texture in real time, like it's being grown out of minute nanites ... maybe a bit over the top haha, would be cool though selecting from a bunch of lighting and textures themes and having them blend in an out in real time ... now that is the future.


    Theirs a but ton of really interesting research being done on programmable meta materials, this is relatively untouched in game art, mostly due to the issues of animating such objects.


    Anyway, the scene is looking good!

  • DOTA 2

    • 2d-chris
    • July 23, 2014 at 7:21 PM

    Just seen a bruno stat, there where more 50+ min games in this TI than the last one - sure, the tactic that won was different.


    This is a recent shift in metagame, do you really expect Valve to change the entire game right before the tournament, the team that won only got through by the skin of their teeth. I have no idea how hard it is to balance a game like this, but even in Starcraft it constantly shifts year to year. I'm not sure a fighting game is fare to compare either, I mean look at how complicated DOTA 2 is in comparison, not to mention the team play aspect of the game design.


    Everyone was commenting, that the teams hold their strats for the TI, so how on earth would Valve even know about the metagame shift, it's carefully hidden until the tournament. I feel, the fact they managed to counter rat dota (which is far more entertaining to watch) only goes to show how dynamic the game really is. Now the event is over, teams will analyze the play style and counter it, new heros will be picked and who knows, maybe next year we will get boring defensive dota2, which by the way is what Chinese teams used to be known for. Oh how the tides have turned.

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