Posts by ginsengavenger
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fuck no. but i have big holes in my ears.
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Seriously guys, a portfolio doesn't take much. Spend your time on your maps, not your portfolio site. This is the portfolio page I passed around, the one that got my foot in the door at Factor 5: http://marsj.home.comcast.net/
(deleted the resume to keep you fkrs from calling me in the middle of the night...)
If you want to be a designer the most difficult part of applying is definitely going to be the interview process. You are going to be asked some questions that have no correct answer ("What is fun?") and you are going to be asked some questions about things that are very difficult to pinpoint ("What can you do to encourage multiplayer teamwork without having any direct communication system between players?").
You are going to have to convince them that you think about game design day in and day out. You will be expected to be familiar with every new game that has anything to do with what they are making, and you may not have any idea what game they are making or what they are looking for. It's hard.
If you want an industry job I suggest you play a _lot_ of console games, and think a lot about singleplayer design. Build SP levels, build a SP mod, whatever you can do. I hate to say it but singleplayer console titles are where the money is.
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yeah ok the problem is that the lip color and the lip geometry are not exactly coincidental. and you do definitely need to lose the dark line.
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i like the scrunchy face. what the hell is that club thing.
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good lord this guy needs an editor. i read the entire thing, damnit.
he makes a few fair points but he meanders so much it is really difficult to read. some of it i disagree with especially the later sections dealing with game design. but the earlier bits focused on art are pretty lucid for the most part. sometimes i think it'd be easier to be an artist.
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what really sucks about the kong fighting is that there's next to no damage feedback. you can hit and hit and hit and have no idea how close the enemy is to dying, and vice versa. that's bad game design.
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you've got a lot of nice comments already. i just think you shouldn't use the same brick tex on every building.
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i don't think you need an interior, but i guess it depends how you present it. any super detailing you do should be pretty easy to LOD away.
remember that at a spawn there's going to be a ton of player models as well.
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you aren't going to use that normal map ingame are you? it doesn't seem to have any additional detail whatsoever which is really the entire *point* of a normal map, eh?
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I'm not fond of the blurry eraser-mask on the leaves nor the vertical flipping on the lower set. The not-quite-circular buttons are a bit off imo (bottom of the leftmost particularly). From the irregularity it looks like you're using hand-laid stonework as an analogue but stoneworkers are usually at least a bit tidier than that

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You want to emphasize a *protrusion* of the lower lip. Now in the screencap it looks like it's receding which is totally wrong. You need a thin shadow underneath the lip and a light highlight at its lower edge.
If that is exactly what the HL2 model skin looks like, I guess it's possible that they modified the color map to account for some weirdness that the smoothing or normal map was creating or something but that seems unlikely. If you're going to do something as wrong as that it needs to be very deliberate and intentional. If you're just mimicking something else you need to understand why they did it that way.
Just try it the other way and see how it looks.
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what the hell is going on in here?
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the fingers more than anything need work. shrink the little ones and less gap between each digit, and mind the scaling.
also the musculature has very little definition.
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