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  3. Furyo

Posts by Furyo

  • Show us ya FOOLS!

    • Furyo
    • April 1, 2010 at 4:07 PM

    Kotick buys Kotaku: http://ca.kotaku.com/5506747/announcing-koticku

  • Adobe Photoshop CS5 - finally a worthy upgrade?

    • Furyo
    • April 1, 2010 at 4:06 PM

    Haha you guys thought I fell for that one? You = funny

  • Show us ya FOOLS!

    • Furyo
    • April 1, 2010 at 4:05 PM

    Apparently our friend skdr is joining Apple in July

    The other one I found was that some scientists used a rendering farm of consoles to reconstruct the DNA of dodo birds and we now have the first two hatched eggs

  • Adobe Photoshop CS5 - finally a worthy upgrade?

    • Furyo
    • April 1, 2010 at 6:27 AM

    Either that's entirely fake, or I have actually for the first time experienced what "jaw dropping" feels like. This algorithm is absolutely stunning.

  • Splinter Cell: Conviction

    • Furyo
    • April 1, 2010 at 2:22 AM

    I don't really know him so I haven't asked, but I'm pretty sure he did it all himself on AC2. Well not really as he had help of designers to set the shots up for him, but the capturing and editing yes. We had another trailer that was never released, and 6 days before TGS (and this teaser) was due, Ubi pulled him from SCC to make another trailer. The original trailer that never got out was not his work, but the team that usually does them.

  • Splinter Cell: Conviction

    • Furyo
    • March 31, 2010 at 8:11 PM
    Quote from jaboo224

    I love what ubisoft has been doing with their trailers as of late.

    This is from a game designer called Dean Evans. He was on the Splinter Cell team and also makes kick ass trailers. He came in on AC2 to make this one: http://www.gametrailers.com/video/visio ... 1?type=flv

  • Walking on broken glass...

    • Furyo
    • March 30, 2010 at 10:08 PM

    I was watching the Hurt Locker yesterday and I can tell you there is a great walking on broken glass scene there, and it's entirely silent otherwise.

  • God of War III

    • Furyo
    • March 30, 2010 at 9:31 PM

    Apparently the first DLC is soon to be released on the PSN and will contain a 2 players mode a la Street Fighter IV between all the main protagonists of the game. Price to be revealed.

  • State of the industry in Australia?

    • Furyo
    • March 30, 2010 at 5:09 PM

    Thanks for Tsumea, I already was looking at gamedevmap but I found that was relatively uptodate...

  • video game quiz

    • Furyo
    • March 30, 2010 at 12:59 AM

    Can't do more than 17.

  • Heavy Rain

    • Furyo
    • March 30, 2010 at 12:10 AM

    My problem with the way Heavy Rain does it is it is still very much contrived by the gamepad. They've been very smart from what I can see (I haven't played it yet) in their justification of controls, and the icons themselves are as unnoticeable as they could be, but the gamepad is still very much in my hands when playing and that usually destroys this particular immersion they are trying to convey.

    I think we are going to see this kind of design become more and more present through the use of Natal, Move, and other new hardware to come. You remove the gamepad, and suddenly you can finally act like you're in a movie.

    The final achievement will be to make the potential game over moments planned in the whole game. The best game to have done this for me was Sands of Time. If told in a past tense by the main protagonist, him saying " Wait, that's not how it happened" and seeing the game rewind like a movie tape would, that would definitely sell me.

    Until we can do this, I still prefer playing a game that makes me feel in a game, rather than a game that makes me feel I'm in a movie.

  • Phillip Shepherd / Level designer

    • Furyo
    • March 29, 2010 at 8:43 PM

    The watermark on your screenies could provide more than just the website address. The name itself would be a nice helpful reminder (imagine someone printing out a pic and having your CV in the other hand, connecting the dots is yet another hurdle for you)

    As for the presentation, I think you could achieve even more by selecting just one pic for each map, then upon clicking it redirect the viewers to a map specific page where you show your design more thoroughly, possibly discuss your work process.

    As of right now, it gives me a sense of "wall of pics" so none stands out as they're drowning among each other.

  • Phillip Shepherd / Level designer

    • Furyo
    • March 27, 2010 at 3:41 PM

    Hey Woody, nice to see you here

    I'm gonna have to echo the same feedback that was already given to you. Flash fucks up my browsing habits, as in the navigation of your site, because hitting the back button gives me jack so I actually get lost without a way out in your categories.

    Also, as a professional portfolio, ditch the awards. If it's a community site handing out these awards, that really doesn't count for anything in itself, and your levels are great so they can stand on their own anyway.

    I agree with ditching the categories, you're really dividing your work therefore its visibility too. I think it's one of the most common mistakes as a young professional looking for a way in, to try and blow the site into something way bigger than it actually should be. I made the same mistake back in the day, and it's really not helping. Your content should all fit on one page.

  • State of the industry in Australia?

    • Furyo
    • March 27, 2010 at 3:13 AM

    I'm looking for information on the state of the industry in Australia. I haven't really kept in touch with it since my arrival in Montreal ( I had looked into going down under at the time) and I was wondering how things are there.

    I know Pandemic closed down, and apparently Melbourne is considered by EA a cheaper (and interesting) place to develop games (along with Montreal, thanks to tax incentives). Also Atkinson has finally resigned and his successor is in favor of a 18+ rating for games down there.

    So what studios persist? What are the opportunities going forward, etc?

  • IO Interactive confirms some employees were let go

    • Furyo
    • March 27, 2010 at 3:09 AM

    Sorry to anyone affected by this, I hope you're fine Mazy

    http://www.gamesindustry.biz/articles/j ... cales-down

  • EA vs. Edge Games = Trademark Shenanigans

    • Furyo
    • March 27, 2010 at 1:55 AM

    Ubisoft Montreal would generally invite a limited number of people to join the IGDA free of charge. As far as I'm concerned, the only advantage I saw in doing that (and I never did in the end) was that I wouldn't have to pay 5 dollars to go see the IGDA chapters I was interested in in Montreal. I saw 1, participated in another on Prince of Persia.

  • EA vs. Edge Games = Trademark Shenanigans

    • Furyo
    • March 26, 2010 at 10:35 PM

    Well the guy was part of the board of the IGDA in Germany I think and he got booted out after all that crap. I'm seriously cheering for EA on this one.

  • Michael Abraham - Level Designer

    • Furyo
    • March 26, 2010 at 2:57 PM

    Honestly and bluntly, all I see is a wall of text I don't want to read. Follow HP's link and rework the entire thing

  • Adobe Photoshop CS5 - finally a worthy upgrade?

    • Furyo
    • March 24, 2010 at 7:19 PM

    That really gives incredible results. The pixel by pixel analysis of the image is really top notch here.

    Only question I have is I'd like to know what sort of rig he runs this on, because I can see this taking a LOT of time on the average computer.

  • Building your portfolio - Insiders guide and examples

    • Furyo
    • March 23, 2010 at 7:07 PM

    In this thread, you will find commonly accepted rules and examples of successful portfolios for the games industry, so you can build your own.

    The original post will be edited as more examples are provided. For specific feedback on your own portfolio, please create a thread of your own with your site.

    Resources

    Wordpress: Easy blog making software

    Carbonmade : Easy website making software

    Krop : Easy website making software

    CSS Reflex 13 free wordpress portfolio themes

    Templates from Polycount.com

    Podcasts

    Games Industry Mentor

    Articles

    Sloperama article on how to apply for a job

    GameCareerGuide's article on portfolios for level artists

    Smashing Magazing on how to create a successful online portfolio

    Smashing Magazing on using Wordpress for your portfolio

    Jon Jones : Your portfolio repels jobs

    Presentations

    GDC 2010: Jacob Minkoff (Naughty Dog) PDF presentation on building portfolios

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