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Posts by 2d-chris

  • Robert Yang -- Level Design... now with GDC post-mortem!

    • 2d-chris
    • March 18, 2010 at 3:50 PM

    I pretty much knew nothing of Cry Engine when applying, still can't deny that developers seem allot more interested if you show them something made on their engine. I'm not suggesting thats why Robin was very helpful but I doubt he'd be so interested showing a Crysis map

    I wasnt at GDC, so they have some kind of Recruitment hall where developers keep an eye out for potential employees? If thats where you spoke to Crytek they should of made a better impression :\

  • METRO 2033

    • 2d-chris
    • March 17, 2010 at 8:07 PM

    Oh we can do interiors now

    Not interested at all in this game though, looks brown and pretty boring ;(

  • MapCore Job Census

    • 2d-chris
    • March 17, 2010 at 8:54 AM

    I've already said it, but can't wait to work with you here

  • Illegal downloading and mapcore

    • 2d-chris
    • March 16, 2010 at 5:08 PM

    lol I'm not gona say I've _never_ downloaded something illegal before, going back 5 years or so, maya was the only thing think I ever really downloaded.

    Now I wouldnt though because I've got past the point of needing to prove my work at home (amature etc), autodesk should make the "learning edition" actually be able to export, all be it very simplified options so newbies can use it for game development. Whats the point in learning the tool if you can't do anything with it

    Plenty of porn on the net, viewed through sites like youtube and i really don't want to get involved in live streaming websites copyright debate. That being said I actually joined a porn site once, was amazing lol although novely soon wears off.

    I buy all movies, software, games, music and I don't jailbreak my iphone etc.

  • Robert Yang -- Level Design... now with GDC post-mortem!

    • 2d-chris
    • March 15, 2010 at 3:49 PM

    Cool, yup the reason Crytek wants open world design proof is...

    1) it's very challenging and required a completely different mindset than standard single player scripting

    2) Almost every design "rule" that works for the majority of other games (HL2, COD, Bioshock etc) gets flipped on its head and doesnt work in an open world, if you attempt it you get a giant bite in the ass as everything becomes a cluster frack

    3) Here at Crytek we have very good tools allowing extremely rapid prototypes of levels, tools experience is very important

    4) The people we send to events like GDC arent the game team, they are SDK/Sales reps, if you want advise about actual development they are not really the guys we should send, they are there to sell the engine and are generalized in their knowledge, not experts at any specific given field..

  • Illegal downloading and mapcore

    • 2d-chris
    • March 15, 2010 at 9:04 AM

    Never. I buy what I use/see

  • Crysis 2

    • 2d-chris
    • March 15, 2010 at 9:01 AM

    it's so you can read it in a vehicles mirror.

  • deceiver - 3D Sketchbook Thread

    • 2d-chris
    • March 14, 2010 at 9:25 PM

    yellowdarker gets my vote ;]

  • WIP in WIP, post your level screenshots!

    • 2d-chris
    • March 14, 2010 at 1:45 PM

    lol thats rawsome, music scares the hell outa me

  • Crysis 2

    • 2d-chris
    • March 12, 2010 at 3:23 PM

    Luke, I am your father.

  • TRON Legacy

    • 2d-chris
    • March 11, 2010 at 12:21 PM

    yummy

  • Supreme Commander 2

    • 2d-chris
    • March 11, 2010 at 11:06 AM

    The demo left a bit of a sour tastle, just seems a little dumbed down? Iwanted even more hardcore stuff than the first I'll buy it when its cheaper though.

  • GDC 2010 - Leadwerks Engine technology Demo

    • 2d-chris
    • March 9, 2010 at 9:10 AM

    Nice stuff :]

  • University final year project Level - crit needed.

    • 2d-chris
    • March 8, 2010 at 3:53 PM

    Man that Big daddy being green (usually means safe) really fecks with your perception! With the orange environment lighting :] Never noticed it before but it's very well thought out. Opposites attract!

  • University final year project Level - crit needed.

    • 2d-chris
    • March 7, 2010 at 3:08 PM

    Some little things that will help, visually anyway

    If your goal is fear, lighting is your number one tool for that, take this standard corridor ...

    [Blocked Image: http://img246.imageshack.us/img246/116/thirdhallwaylights02.jpg]

    1. Continueous lighting all the way down a corridor completely breaks the suspense, no suprises and I can see everything, works much better if you can use darkness to your advantage. Light a few areas of the corridor but leave some parts almost pitch black, keeps you guessing! Light sources from outside of the corridor work very well too. Contrast is key here, dark levels are _very_ tough ... overbright the important areas to make sure even with a dark screen/brightness setup the level will be bright enough where it matters!!!

    2. Open up some areas outside the corridor and have flashing lights/sounds fom behind them

    3. Most of your lights should be disabled, keep them there for art reasons but have them turned off. The one you do have on should serve as a kind of checkpoint where you aim towards. Also use some colors not just white, red and yellow and orange are good colors to use if fear is your objective. If you want to be clever you can try reversing this an use happy colors (green, blue) to prove a sense of calm before the storm. Thats more for single player scripting.

    4. Keep the exit illuminated what ever you do

    5. Use flashing/moving lights carefully, a good tip if you want flashing lights is to always have a constant fixed light and the flash adding a little movement, flashing light by itself is usually too strong.

    6. Play with shadows if you can, place light sources where you get the most interesting (or scary) shadows possible, although this is very dependant on technology.

  • i just went speed dating

    • 2d-chris
    • March 7, 2010 at 2:43 PM

    me too

  • Mass Effect 2

    • 2d-chris
    • March 7, 2010 at 2:37 PM

    Dare i say I actually prefered the first game

    ME1 had ...

    * Better suited voice actors, I love battlestar galatica and using such a unique voice of a TV star for several characters in the game really fucked it up for me

    * Better Music

    * Felt more like an RPG, exploration is important here fokes...

    * Actually liked the old vehicle even if it was shitty the first time you used it

    * Had less but more indepth characters, hated "give each character X mins of attention feel" in ME2

    * Team mates actually mattered in ME1, In ME2 they never die, it's too easy even on hard and it doesnt matter who you take. They removed characters saying unique things when on missions, now only at a few predefined locations

    Don't get me wrong, ME2 is almost game of the year for me (just behind dragon age) but it's been simplified, it's now more about that standard consolish combat you can get in almost any good shooter, boohoo lack of hanar was dissapointing!

    That being said environments are better, little fun touches are great and typical play time was increased

  • The random model thread!

    • 2d-chris
    • March 5, 2010 at 5:56 PM

    eeew

  • Frie has a bday !

    • 2d-chris
    • March 4, 2010 at 9:17 PM

  • Levels and some Vegetation models

    • 2d-chris
    • March 1, 2010 at 2:22 PM

    :megamon: Blimey nice one

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