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  3. Furyo

Posts by Furyo

  • The Great Class Dash

    • Furyo
    • March 22, 2010 at 5:21 PM

    If you don't mind, I sent the link to this thread to Crecente over at Kotaku, so they put up an article on your work:

    http://kotaku.com/5499128/side+scrollin ... r-download

  • The Great Class Dash

    • Furyo
    • March 21, 2010 at 5:05 PM

    I've just played through Canada and Egypt. To sum up my experience, I think you have a great game design flawed by a myriad of bugs that make what would be an impeccable execution a very frustrating experience.

    The maps are gorgeous, well planned and executed. The classes are well defined and their use is varied. The controls would be simple if they were responsive and there was no latency in game. The level design would be enjoyable if characters didn't fall through the floor, or ran continuously on the same x axis regardless of obstacles or platforms below them.

    I understand you have scripted the whole game, and by "scripted" I take it there is very little code involved that isn't TF2's. I would recommend you enroll a programmer to help you iron out these issues because I would very much like to see this mod be as awesome as it says on the tin.

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

    • Furyo
    • March 21, 2010 at 3:56 PM

    And I say don't use flash because not every browser supports it, and you are going to have issues showing your portfolio on the move (iPhones)

  • Assassin's Creed 2

    • Furyo
    • March 20, 2010 at 7:03 PM
    Quote from Nineaxis

    Personally I see it as a waste of time for Ubisoft to make the uplay system when Steam does everything (and more) that uplay was intended to achieve... Steam functions as DRM (and it's not invasive or annoying), Steam Cloud can sync saved games and game settings, can handle achievements, DLC, it automatically patches games... not to mention the community backing, and the fact they were distributing it via Steam anyway.Don't see the need for every publisher to have a propriety antipiracy/achievements/sync system when there's a big one sitting there waiting to be used.

    On the topic of the game itself, after waiting months and months for the PC release, was slightly disappointed. Same great gameplay, but it lacked the spirit of the first game. I think the creed itself was mentioned once near the end of the game, and it was just a loose reference. Ezio isn't likable as a character, freaking clueless about everything yet somehow knowledgeable of assassin skills. Altair was egotistical, but his journey to regain himself made him personable. Ezio just goes and decides to kill people out of revenge. And then

    . I liked the AC1 story a lot. It had meaning. AC2 not so much.

    In the end, seemed like the formula for the sequel was AC1 combat + boobies + boobies + RPG elements + boobies = sales. Which is probably true, but disappointing nonetheless.

    However, the environments were spectacular. Just with Carnival took up a larger portion of the storyline. Was great.

    The only reason publishers don't want to use Steam is it essentially validates a 1st party publisher for the platform, exactly like Microsoft and Sony on the consoles, and that means the already problematic PC market would now also require publishers to pay a premium to be able to sell on the platform. Publishers will use Steam for its very successful reach to millions of customers, but are very reluctant to turn it into a one stop shop that controls the entire market.

    Whether or not they are too late to become valid competitors is another question, let alone whether coming up with your own system and having dozens of them doesn't defeat the purpose in the end.

  • The Great Class Dash

    • Furyo
    • March 19, 2010 at 5:07 PM

    Very cool of you to post this here, I was waiting for the release ever since Kotaku posted the video

  • METRO 2033

    • Furyo
    • March 19, 2010 at 2:51 PM

    http://www.gametrailers.com/video/revie ... 2033/63406

    Gametrailers review

    TL;DR : 7.8 with 6.5 on the gameplay, lots of highs and lows throughout the game, uneven graphics and absolutely retarded human AI which at least doesn't make for most of the game.

  • Post Your Pic Extravaganza 2010

    • Furyo
    • March 18, 2010 at 11:15 PM

    It was St Patty's day yesterday Helder. I know, it's a purely anglosaxon tradition and we don't give a crap

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

    • Furyo
    • March 18, 2010 at 11:13 PM

    3dnj, I think it could be more beneficial to you if we talked in French? If so, feel free to contact me.

  • Degree needed to be a level designer?

    • Furyo
    • March 18, 2010 at 10:16 PM

    Closed the thread, discussion should continue in the sticky

  • Robert Yang -- Level Design... now with GDC post-mortem!

    • Furyo
    • March 18, 2010 at 8:43 PM

    Oh I will make sure to start learning the tools the moment I arrive. My point is it's clearly not a necessity to land a job there (or anywhere for that matter). But yeah of course you end up making things, but tools are tools and after you've been around a couple engines, noticeably 1 example of each large family of engines (brush based "BSP" engines and meshes based ones) you can learn any tool in a matter of a few weeks.

    In other words, if you're good enough to be in this industry, why would you not be able to master the tools that are made available to the public? It's a piece of cake most of the time.

    Case in point:

    - Landed my first job in the industry with only 1 year of Hammer experience and 1 map. Had to learn a proprietary mesh based Ubisoft engine and tools. Happened in a month.

    - Arrived in Montreal to work on Prince of Persia, with no knowledge of the Anvil editor (it had only been used by Assassin's Creed), another Ubisoft engine and tools suite. What's more, I would now use Max to model my levels. Guess what, I had not touched Max or any modeling software ever before. Happened in all of 1 week before I was given a map to make for the game.

    so yeah, again, a designer is interesting because of his vision and what he can bring to the team. You don't teach that, but you can learn tools.

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

    • Furyo
    • March 18, 2010 at 8:32 PM

    Degrees can be in computer sciences if you are looking for a more technical career in design, or any other games related studies. Most classes are still pretty much pointless if you have your own modding experience, but one or the other is definitely essential before you can land an interview.

    Warning: With the credit crunch and financial meltdown, it's become a LOT harder for entry level positions, and it never was easy in the first place. I don't want to hold you back in your quest, but be sure to have a backup plan ready and don't go all in on the games industry or you risk being disappointed.

  • Robert Yang -- Level Design... now with GDC post-mortem!

    • Furyo
    • March 18, 2010 at 7:17 PM

    Well, being the latest Crytek recruit from Mapcore, I can vouch for that. I still haven't opened the CryEngine tools to this day, and that has not even been mentioned in the interview. What matters to us developers (and we are the ones every recruit ends up working with) is your design skills and philosophy, and the work method you use to achieve that. Anything else is secondary.

    Crytek is still recruiting now, and I've always helped anyone looking for some whether on Mapcore or in my network. If you're still interested in a few weeks, I can make sure your resume falls in the right hands.

  • Rebellion Confirms HQ Layoffs Derby Studio Closure

    • Furyo
    • March 18, 2010 at 3:09 PM

    At this point it doesn't even suck. It's not like their production was anything worth having a studio for.

    Good luck to the former employees

  • METRO 2033

    • Furyo
    • March 18, 2010 at 5:16 AM

    I do pay attention to the gameplay that's precisely what these videos show, and OMG this looks VERY bad.

  • God of War III

    • Furyo
    • March 17, 2010 at 4:00 PM

    I've been waiting to move back to Europe to get me a PS3, and I really just can't wait to settle down in my new apartment with a slim PS3, crank up the volume and play the whole trilogy back to back

  • Robert Yang -- Level Design... now with GDC post-mortem!

    • Furyo
    • March 16, 2010 at 4:11 AM

    Oh you're right CJ, it doesn't excuse the behavior. All I was saying is "don't count Crytek and these other ones out on that one encounter alone"

  • Deus Ex 3

    • Furyo
    • March 16, 2010 at 2:21 AM

    Well I'm one of those guys that never played the original Deus Ex back when it was still something other than a scorching eye-bleeding game. I tried since then, and yeah as much as I should be able to enjoy something on its gameplay alone, I'm also not blind and the game is clearly no longer enjoyable to me with these graphics. I had the exact same epiphany when I bought and started playing Max Payne again. Ouch....

  • Robert Yang -- Level Design... now with GDC post-mortem!

    • Furyo
    • March 16, 2010 at 2:16 AM

    I think one needs to emphasize the difference of feedback comes primarily from the difference of profiles you guys have asked feedback from.

    I am not surprised to see Robin provided the most useful feedback, simply because as designers you both could speak the same language and understand where each other came from. It stands to reason that he would be the most knowledgeable too. And that's not to take anything away from him because I know first hand he's extremely helpful even with emails. You can see his passion through his replies and I personally think this is one of the main reasons for his continued success.

    On the other hand, speaking to someone that has absolutely nothing to do in the recruitment process except signing the paperwork, he's only going to give you some generic answers based on what he thinks happens. Not sure who it was you spoke to from Crytek, but I can already tell you that person was not in the same room interviewing me 6 weeks ago. I spent the entire day there with the full team of level designers, and I'm sure you'd enjoy that kind of talk a LOT more.

    As always, the first rule in cold calling people is to come prepared and know the terrain first. Know as many people on the company's chart as possible and know who does what. That will help you save time by focusing your interviews with the people that matter. More often than not this info is freely available on the net.

  • MapCore Job Census

    • Furyo
    • March 15, 2010 at 10:13 PM

    Time for me to update my own position on the list

    After 4 years, 4 games, 4 studios on 3 continents and 12 million copies sold, I'm now leaving Ubisoft to join the Cry.Core in Frankfurt. I'll train on Crysis 2 and will then be part of the core team of a brand new project as a senior designer.

    YAY

  • The scary case of Infinity Ward

    • Furyo
    • March 15, 2010 at 5:17 PM

    I certainly hope (and would be very very surprised if they don't) they form a brand new studio, that will remain independent through and through and sign with the likes to EAP for distribution.

    Even if they can't get most of IW to relocate to this new gig (which I like to think they could) the moment the word gets out they'll have thousands of applicants to pick through. They have the money, they have the talent pool and they sure as hell can get a new engine. Tri facta, completed.

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