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  3. 2d-chris

Posts by 2d-chris

  • Random Photo Thread

    • 2d-chris
    • May 20, 2013 at 3:02 PM

    tooks some pics of a friends death metal band, they won the competition!! tricky lighting and those metal guys move allot haha

    shiit ok one will do then

    [Blocked Image: http://farm9.staticflickr.com/8538/8756938873_b4a2fc5b93_h.jpg]

  • How to break in the games industry - an insiders' guide

    • 2d-chris
    • May 19, 2013 at 4:55 PM

    Given you have talent, and some time to practice, you "could" get a junior position in a game company in perhaps 3-4 years if you practice very hard and In that time produce a scene of the kind of work you want to do.

    I don't think 22 is too old to get started, it's more an issue of being willing to earn less than what your current job would offer in 3-4 years. You really will start from the bottom and work your way up again.

    Good luck!

  • WIP in WIP, post your level screenshots!

    • 2d-chris
    • May 19, 2013 at 4:02 PM

    looks cool, whats the mod? can u say? ;P

  • What have you purchased recently?

    • 2d-chris
    • May 14, 2013 at 9:22 AM

    I have the Xperia Z, and the waterproofing is actually very useful, ontop of almost 30% of phone damage is due to water/dust/sand it's really cool to drop one in your beer glass for a party trick. That is until apple do it, then everyone will claim they are design gods.

  • Random Photo Thread

    • 2d-chris
    • May 12, 2013 at 2:22 PM

    [Blocked Image: http://farm8.staticflickr.com/7460/8730637047_5299245b6b_o.jpg]

  • Random Photo Thread

    • 2d-chris
    • May 10, 2013 at 10:36 PM

    lol yeh, I'm too cool to show emotions yo

  • Random Photo Thread

    • 2d-chris
    • May 10, 2013 at 2:54 PM

    Just got back from Europa-Park, took my point and shoot because I didn't want to worry about my gear ;P

    [Blocked Image: http://farm8.staticflickr.com/7416/8726246754_cfc40c3aa4_o.jpg]

    [Blocked Image: http://farm8.staticflickr.com/7380/8726210028_833bae999a_o.jpg]

  • Gravity

    • 2d-chris
    • May 10, 2013 at 1:20 PM

    I love a good bollock

  • Disney closes LucasArts

    • 2d-chris
    • May 6, 2013 at 9:49 PM

    ;( great times playing some of their games, but also pretty excited to see what EA can do with it, they haz some kick ass studios.

  • Random Photo Thread

    • 2d-chris
    • May 6, 2013 at 9:44 PM

    yeah cheers, agreed with crushing the blacks a bit, think I should calibrate and buy a half decent monitor it might help get the contrast I'm after without losing all zee shadow details.

  • Random Photo Thread

    • 2d-chris
    • May 5, 2013 at 9:30 PM

    time for something a little different, noticed some low light hitting some daffodils,

    [Blocked Image: http://farm9.staticflickr.com/8118/8710736437_430d15173e_o.jpg]

  • Random Photo Thread

    • 2d-chris
    • May 4, 2013 at 7:03 PM

    testing my new sigma 35mm lens, found a spray painting event, if In doubt follow the hiphop beatz ... [Blocked Image: http://farm9.staticflickr.com/8259/8708168792_46f449ba6c_h.jpg]

  • Leviathan: Warships

    • 2d-chris
    • May 3, 2013 at 10:18 PM

    haha about time there was a phun trailer ^^

  • WIP in WIP, post your level screenshots!

    • 2d-chris
    • May 3, 2013 at 9:16 AM

    Nice, very photographic

  • Al Anselmo - Game Designer and Level Designer

    • 2d-chris
    • May 2, 2013 at 10:15 PM

    yup that defo gets the design across much better ^^

    I'm not sure just the bridge requires it own document though, but it's good practice. You can describe the basic design of an entire mission on a few pages ^^

  • Al Anselmo - Game Designer and Level Designer

    • 2d-chris
    • May 2, 2013 at 1:08 PM

    The key to a solid early implementation of a design is to keep it clean, clear and consise ... I always liked the way Naughty Dog and Valve do it (we also do this at Crytek)

    [Blocked Image: http://images.eurogamer.net/articles//a/1/0/1/4/6/7/3/level1.jpg.jpg]

    Heres and example of a scene broken down into basic white/grey box

    [Blocked Image: http://img541.imageshack.us/img541/4207/unchartedcubes.jpg]

    The problem with texturing and lighting is your already distracting the observer before you've even proven the design. Sure, at some point you will add lights but assigning really ugly textures doesnt help get the point across.

    You could take this maya scene above and add some simple text describing the player path and events - if lighting will play a major roll in the design, then it's worth showing before and after, explain why the lights are there.

    The bridge scene can be explained with a few screenshots from a 3d scene, extremely low poly. First showing the view at the start, so setting up the scene. The second being after the bridge has collapsed, with arrows or pointers showing the intended path.

    Your sketch is really good, and is quite clear what you want to do, the only issue I see is the presentation in 3D, your attempting to make the scene more complete than it needs to be.

  • Nathaniel Flower - Environment / Prop Artist Portfolio

    • 2d-chris
    • April 30, 2013 at 10:40 PM

    there's always been a few good students at any uni course, you sir are one of them ^^

  • WIP in WIP, post your level screenshots!

    • 2d-chris
    • April 29, 2013 at 11:23 PM

    very nice Robert and co! I agree camera view could prob be better, less dead space, prob half of the image is a black blob

    perhaps take the camera shot through the window of a car or something

  • Let's hear it for the boys!

    • 2d-chris
    • April 27, 2013 at 4:40 PM

    freaking awesome, good job ya'll

  • Team Arguments

    • 2d-chris
    • April 25, 2013 at 6:37 PM

    I agree 100% with Taylor, with flexibility comes responsibility. Complex kismets are fine for prototyping but that's where it should end - otherwise you end up with 10 people doing exactly the same thing 10 different ways. Many will break over time, the experience becomes inconsistent and solutions become exponentially more expensive to solve.

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