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  3. Furyo

Posts by Furyo

  • Spec Ops: The Line

    • Furyo
    • March 13, 2012 at 3:05 AM
    Quote from Izuno

    I can only except Nolan North as Nathan Drake. He has a supporting generic bad guy role in Arkham City...I can barely tolerate that but every time I hear him in that game I cringe a little. Made me turn off Assassin's Creed II (or which AC game did he do VO in?) Anyway...I thought he was so good as Drake that to hear him in any other role ruins the role for me.

    Every single AC game, since Nolan North voices Desmond

  • MapCore Job Census

    • Furyo
    • March 9, 2012 at 11:14 PM

    Sorry to hear they didn't choose to have you sign permanently (as expected as that was at Ubi Paris). Take some time to rest before jumping on your next project If I can help, you know where to get me

  • Bioshock Infinite (Spoiler free thread)

    • Furyo
    • March 9, 2012 at 1:09 AM

    *taking best public speech voice*

    Just for clarity, I will not be taking any questions at this time

    We'll be announcing everything in due time

  • Bioshock Infinite (Spoiler free thread)

    • Furyo
    • March 8, 2012 at 3:11 PM

    Meet George, Meet (some of) the team !

    External Content www.youtube.com
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    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Are you man enough?

    • Furyo
    • March 5, 2012 at 6:23 PM

    Every ball is sacred, let the heathen spill theirs on the mighty ground. If a ball is wasted, God gets quite irate

    Sorry you're going through this, especially at such a young age, but I know a stud when I see one and you'll bounce back up even though your ball may not.

  • Bioshock Infinite (Spoiler free thread)

    • Furyo
    • March 2, 2012 at 4:37 AM

    Can't wait to show you guys what we are working on. Fantastic stuff all around

  • Pirates of New Horizons

    • Furyo
    • February 29, 2012 at 5:23 PM

    Still love the game, I think you nailed the responsiveness of the controls. My gripe at this point comes from the preview unity web browser, which does not limit the movements of the mouse to the game window, so everytime I venture too far out I get out of game...very frustrating to get a proper flow.

    I'll have to echo skdr's comments about the lead character, she seems very bland compared to the coolness of the cat sidekick, but maybe you guys expand on her own story and abilities later on... Just feels like she's stock in an awesome world of awesome creatures. Makes me wish I'd be the other guys

  • Congrats to koko5ovar

    • Furyo
    • February 27, 2012 at 7:53 PM

    Awesome, congrats Koko!

  • Borderlands 2

    • Furyo
    • February 24, 2012 at 3:01 PM

    FERRRRRRRRRRETTTTTTTTTTTTTTTTTTT Come back with us man !

  • Joel Weech, Level Designer

    • Furyo
    • February 23, 2012 at 3:42 AM

    wow.....never thought I'd see the name again...cOw....brings back tons of memories from dod b1.2 on

    Yeah like others said, your site itself could do with a bit of work, but first and foremost you're going to have to strip away a lot of that old content if you're going for a job down the road. If this is just your library of projects, then the more the merrier

  • Dear Esther Getting Commercial Release

    • Furyo
    • February 19, 2012 at 8:41 PM

    I just finished it moments ago, and I have to congratulate you Robert on shipping this project. The art is absolutely stunning. The art direction itself is one of the best in recent memory all games combined, and the craftmanship put in these few levels was just staggering.

    Dear Esther is not a game. I went in half expecting that, the other half expecting the unexpectable. I came out 90 mins later very much coming out of a daze, drawn like a firefly forward in each level. I never had fun. Fun is not a word that should be used to describe this experience. I just dreamt someone else's dream with my eyes wide open.

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

    • Furyo
    • February 14, 2012 at 3:18 AM

    I have worked with a few former architects turned level designers, I think I can always count on a few of my peers in every studio I've worked at to have some sort of architectural background. However that will only go so far. Your modding experience will still be a more helpful tool than your future diploma.

    If you're looking for a safer degree to get into and still work in the games industry potentially, you should look into computer sciences.

  • My best friend died..

    • Furyo
    • January 29, 2012 at 11:11 PM

    Truly sorry for your loss Tisky, I hope you can find some closure in the weeks to come.

  • Layoffs at id software

    • Furyo
    • January 10, 2012 at 10:04 PM

    Seems like the studio reshuffled things around today....

    http://www.gamepolitics.com/2012/01/10/ ... ees-let-go

  • Merry xmas and happy new year Mapcore!

    • Furyo
    • January 2, 2012 at 3:14 PM

    Have a lovely, peaceful and healthy year 2012, Mapcorians ! See you in Boston if you are ever near my new corner of the woods

  • MapCore Job Census

    • Furyo
    • December 22, 2011 at 12:36 PM

    YAY!

  • Level Design Pipelines!?

    • Furyo
    • December 20, 2011 at 11:01 PM

    I have never used Sketchup, and in my time at Ubisoft, haven't seen many people touch it either. The main reason is that Ubisoft uses different engines that all incorporate better modeling tools, or ways to incorporate models made in Max or Maya faster than Sketchup.

    If you end up working at Ubi, in Canada, you're likely to use one of three main engines: Dunia (Far Cry 2, other shooters), Anvil (Prince of Persia, Shawn White, Assassin's Creed, other games) or Unreal (Splinter Cell). And the latter is on its way out if not out altogether. Dunia is based on the CryEngine, and incorporates many tools to make your terrain a lot faster and compatible with the engine. And the solid/block tool is very good too. Anvil will have you model things in Max and will export things in two clicks, whereas Sketchup would take you through another extract process.

    All the same, the process is a little bit the same for everyone in the end. You start by figuring out what you want to make (that means, professionally, what you have been told to make in many studios), you do your research to get inspired, talk to the concept artists and the art director about what their vision may be, and you go cracking. A 2D layout is always a great idea, and should be part of your research to get inspired. It may not have to be on paper if you're more comfortable with photoshop and or a tablet, but you get the idea.

    Always focus on the gameplay, so white box your main path (that means use rough untextured blocks) to simulate the space you'll be navigating in and set that in stone before the artists get to work on your level. If you change anything substantial after they've art passed your level, you will cost a lot of man hours to your project and make a few people angry in the process. So get your stuff reviewed very fast, and every time you change something substantial. Get your lead to sign off on it, then get it to the artist that will spice it up.

    Rinse and repeat, that's a level designer's job

    NB: In some cases, you may work on games that require you to be a mission designer within levels that are already made. That's the case with all open world games, where the levels (the cities) are made by architects/artists to respect the overall integrity of the game. If that's the case, the process changes quite a bit as you won't be doing any of the blocking, and will focus on maximizing the existing space to make it fun. In Assassin's Creed for instance, that means you get to place the different platforming ingredients along the buildings and streets. It's quite a different process as you should be more focused on story telling and overall pacing than on lighting, scale or optimization.

    Finally in some cases yet your work may be more akin to that of a game designer. When I worked on the flying wing in AC2, my process started by exporting the alpha version of the city of Venice into Max for the prototype that was made outside of the engine, and importing the non working, pure model of the flying wing into the engine, so I could just place it in the air throughout Venice to get inspired for the mission, set the path I would later use, change the scale of the flying machine, etc.

    The very first time I presented my mission for the flying wing in AC2, I used a powerpoint presentation of different screenshots I took in game of the flying machine idling in the air. It still sold the idea rather well for what was to come.

  • Steam: Big Picture

    • Furyo
    • December 18, 2011 at 10:37 AM

    Yeah the original announcement is a year old or so by now. I talked briefly about it to a friend at Valve who said they were deliberately vague with their words as they hadn't fully fleshed out what the end product would do.

  • SOPA

    • Furyo
    • December 17, 2011 at 10:47 AM

    http://news.yahoo.com/sopa-vote-delayed ... 04747.html

  • Richard Malinar Portfolio

    • Furyo
    • December 17, 2011 at 9:23 AM

    Great stuff all around, not that it will surprise anyone anymore. One small detail, "Personal" in English only takes one 'n", not two as in French

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