Yeah, seems like everyone's pretty negative about it -- not polished enough, or something.
Posts by Campaignjunkie
-
-
Just an update to everyone having problems / black viewports when mapping for Ep2 on Source 2007 now... well, switch back to Source 2009 and everything works fine now. Bizarre.
EDIT: actually, this makes sense, with Ep2 getting Steamplay recently...
-
Yeah, I hate it when Valve releases games too fast. They should take longer and put more value into it instead.
-
"Home" page is unnecessary. Have your index set to your "work" page by default so it's the first thing people see.
In your resume section, are these commercial projects or mods or what? You worked on them in school, but it's for a studio? Might want to clarify that.
Umm you certainly look competent, but what are you really interested in? What kind of scripted events have you done? I think Andrew Weldon's portfolio offers a good example of how to present your scripts -- http://www.button-masher.net/content.php?c=86
If none of this stuff is freely downloadable / playable, you have to work a lot harder to demonstrate your contributions to these projects. What kinds of problems did you encounter and how did you solve them? Who made the level assets? What constraints were you working under?
In terms of gameplay, I was most interested in that bioblocks game, but it wasn't playable so that was kind of a big turn-off
(Disclaimer -- I'm not a professional. Just a cranky amateur who's been modding for a long long long time.)
-
Quote from Sentura
how come you decided against it?
A more promising offer in New York... I have family and friends here, more of the artsy fartsy game scene is here (though I deeply admire the indie nordic scene, I feel like I'm not good enough to fit in there, haha), more financial aid, moving to another state seems less imposing than moving to another country, parsons is generally just bigger, etc.
So really it wasn't because of the program there per se, it was more like I felt I had a better option. I'd encourage everyone to look into ITU at Copenhagen, it seems like one of the few good game dev schools that aren't commercial industry oriented... unless that's your goal, then go to Digipen or Guildhall, etc.
I will say this, though -- I'd definitely do a PhD stint there if I'm qualified by then. I'm told in Europe, they treat PhDs with respect and you don't end up languishing for years and years, unlike in the states
-
Ha, I was interested in the MSc program at ITU, but then decided against it. Cool stuff they're doing, though. "Don't Drop the Baby" or whatever its called looks kinda ugly / less graphically polished but probably the most fun and original.
-
Look cool and fun... but dumb and ugly. I'd definitely try the demo -- I mean, c'mon! DOGS!!
-
Torn apart, eh? Okay, let me put my asshole hat on. Here's what your portfolio looks like --
1) a (less interesting) remake of a Q3 map, BSP shell looks pretty untouched, boxy cookie-cutter kind of stuff, you're relying on the skybox to create all visual interest for you when it should be taking a backseat
2) an HL2 map in a typical-looking C17 interior concrete / plaster setting with an overpowered weapon; in HL2 you get the super grav-gun and it feels like payoff, but here it looks like you haven't really thought it through past the beginning; what are the downsides to using this weapon?
3) a rather small GoW map that looks well-made but not much else
4) two other small rooms you built for GoW and filled with props, the BSP shells look relatively untouched, very boxy stuff
A plus:
- good, straightforward presentation and site design
What you should do:
a) make more SP and MP maps for whatever game you felt most comfortable with... like A LOT more. right now you have 2 3/4 worth of levels
b) release these maps to get exposure and feedback, people will play them and talk about them
c) if you really want to, join a big mod team, but I don't think that's really necessary
d) in the process of a, b & c, you'll meet more people and make friends, and these friends might be the very people who will lead you to a job (if that's your goal)
-
I don't understand. Why wouldn't it show up full-bright in Hammer? Everything does.
-
Maybe make the top of the temple its own BSP? It'd look amazing with a proper skybox / draw distance thingy.
-
If you're mapping for Episode 2, you have to use Source 2007.
-
http://shrinker.beyond-veils.de/projects/Microbrush2/
Never heard of this before. Anyone here use it? What exactly do you use it for if the brushes won't be valid for compile in VBSP anyway?
-
Yeah, KFS, make them fix it
-
-dx 80 still results in model browser crashes
Best workaround I've found -- revert. Found in the Steampowered thread... Download old binaries and read the readme: http://mirror.cazzaserver.com/misc/pre_ ... naries.zip
-
uhh, anyone else's grid views acting up now? sometimes they're black, there's all this flickering, sometimes info_nodes are monochrome sometimes yellow in the 3D view... It just seems a whole lot more unstable now.
EDIT: http://forums.steampowered.com/forums/s ... 534&page=4
a lot of other people are having this problem. awesome. well, I guess that's the next few day's productivity out the window...
-
-
I hope they kept the hive hand pick-up animation.
-
Ha, it's interesting how the glass texture I made for AM is kind of part of the whole lab aesthetic now... I'm not sure if it looks right as the skylight for the QE building. Cool stuff though, nice to see bits of life -- and best of all, it isn't publicized. Stealth media updates are the best updates.
-
Best $2.50 I ever spent.
-
It's a shame this generation's going to remember Ebert as "that old guy who makes statements about games without playing them" -- he's actually a pretty good movie critic and spearheaded the movement into making movie criticism into something everyone can enjoy and engage in. I'm just going to remember him by his reviewing philosophy, basically "judge a movie by what it's trying to do." It's really informed how I see and enjoy games.