yeah every value will work, it's just a matter of not having to redo brushes in there if he is to use models too, cause then the scale wouldn't match.
Posts by Furyo
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Oh, that would explain it then. Must be in a recent engine update (haven't really toyed with anything past the OB). Yeah the sky_camera is what you need to project the 3d skybox in the world. Doesn't really matter if there is something to project I assume, just as long as the entity is there. Otherwise just place a few brushes there.
You may want to look what the default scale is for 3d skyboxes in L4D2. Should be 16, but you never know.
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Do you have HDR turned on in your console?
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hahah good old Fletch going in for the kill

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I should add you to the Mapcore job census.

Yeah I'm still in Frankfurt right now, although just for another month or so.
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It's actually less now than a few months ago, but more Crytekkers are joining the Core ranks now it seems
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Hey Tim, how are things in Corvallis ?

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YAY Simon is now with us
How are you these days mate?Like I said on Facebook, your work is just some of the most inspiring I've seen.
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You may be working on the assumption that your screen name online bears any significance in this industry, but in my experience nothing could be further from the truth. Recruiters know names they have worked with, and will look at your work through your portfolio, not through Google. The way you present you and your work dictates the future, not the way you did it in the past.
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The MapCore LinkedIn group is now over 3 years old and growing strong every day with new MapCore members, industry recruiters and students. By joining the group, you get first hand contact with hundreds of experienced professionals looking to expand their network, share their insight on the games industry, or for their next challenge.
To join the group, simply click on this link : http://www.linkedin.com/groups?mostPopular=&gid=74499
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The MapCore LinkedIn group is now over 3 years old and growing strong every day with new MapCore members, industry recruiters and students. By joining the group, you get first hand contact with hundreds of experienced professionals looking to expand their network, share their insight on the games industry, or for their next challenge.
To join the group, simply click on this link : http://www.linkedin.com/groups?mostPopular=&gid=74499
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Since FIFA '10, FIFA has ruled over PES hands over fists. Can't go wrong with FIFA '11.
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Added the spoiler tags myself.
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Apparently this is something different than Anonymous, who actually called off the DDOSing before this even started. It still is an intrusion according to Sony however.
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I suppose congratulations are in order
You wanted to do your own thing in a brand new startup? -
Just changed it Dan
Congrats 
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As far as I'm concerned, that will greatly change depending on the task at hand. My experience in this industry is varied, be that in level design, game design or tech tasks so the workflow associated to them has evolved along with my own experience.
On any given day however, I feel that I can stay focused on work for very long stretches. However that ability is always deeply rooted with my own level of interest in the task at hand. And whenever that interest isn't there, I will struggle to find a way to make it interesting to me rather than brush it off and not work on it. Most of the time, I will start with whichever part I'm most comfortable with, from previous experience. That builds up my knowledge of the overall task and will help me transition into the harder, newer parts of it over time.
Compartment your work, divide the big meal into side appetizers, and you'll get through it.
When it comes to level design, for me, that means figuring out a few things first. Before starting any production work.
1) Place in the overall game
2) Game mechanics to focus on
3) Story if any
4) Schematic layout to bring forward both the game mechanics and story elements, in a cubes and arrows fashion...
5) writing all of this in a design doc helps me immensely, not only in being able to forward this to others should the need arise, but also to engrain each element in my mind before I start producing the level.
Then I start, produce a prototype for each idea very fast, playtest early, study results and go from there, one "cube" at a time (in linear levels) or one "game mechanic at a time" (in sandbox levels)
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Hey Casey

Nice of you to stop by the core and good luck with finding the right candidate
You should probably mention these positions are for US citizens and those with US work permits 
Thanks
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It wasn't so bad at all, but it can prove stressful if you don't really know the levels by heart, which by our second attempt we did.
Just finished getting all 50 achievements with e-freak, now it's time for some dlc

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Hope you had a good time during your internship
