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  3. Furyo

Posts by Furyo

  • Batman: Arkham Asylum

    • Furyo
    • August 26, 2009 at 4:01 AM

    Walmart, best buy and some other places had it for 40 bucks the first couple days. I got my copy from a friend at work who went in a walmart this morning and bought 6 copies. I got the last one.

  • MapCore Job Census

    • Furyo
    • August 25, 2009 at 4:45 PM

    well that didn't take long....congrats guys

  • Getting into the games industry - John Carmack Perspective

    • Furyo
    • August 23, 2009 at 1:55 PM

    Well to be honest I haven't said you don't need to have shipped anything. It's quite the contrary and exactly the point I was trying to make to illustrate what John Carmack said too. Getting a lot of different experience comes from shipping things, and that's exactly what these school graduates lack (logically at first).

    With that said, from the few times we talked about this, it seems your well established studios also were somewhat small in size. I can understand they're even more eager to get experienced and specialized people. Ubisoft Montreal being the largest studio in the world, the requirements are much lower.

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

    • Furyo
    • August 23, 2009 at 1:51 PM

    Portfolios act as CVs too, and they therefore need to meet a few criterias:

    - Original presentation that makes you stand out from the rest

    - Clean, simple design that's easy and fast to navigate

    - hosting name that makes sense

    - reliable host, that doesn't stand a chance to go offline at any moment, nor has pop ups all over or any sort of advertisement /registration

    As you can see, blogs can also work. I know of a few industry people that actually have their blog set up as their portfolio, to good results. They most of the time don't update their blog as much though, so as not to mess with it too much.

    One needs to remember that most recruiters will be screening through your pages in all of 10 seconds unless something catches their eye. And that's only if their company network allowed them to access your website. Technically speaking that means the host needs to be at least somewhat established, and not a random free host somewhere in a distant country. Loading times matter a lot too, so keep the tech as low bandwith as possible. Flash sites are cool but they're also (for now) not compatible on all platforms. iPhones can't access them yet. Keep that in mind.

  • Daniel Platt - Level Designer

    • Furyo
    • August 23, 2009 at 5:52 AM

    In the same vein that I just took down some of my earlier work, I wonder whether there is still a point listing Quake III maps, unless they were actually published by Id at some point. Kinda like what Insta has on his own site for his dod_advance map.

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

    • Furyo
    • August 23, 2009 at 3:54 AM

    Mapcore was originally a modding community, and from this pool of talent came many industry professionals that are now working on some of the biggest games in the industry.

    In this thread, professionals from Mapcore share their experience of how to break in, what to do and what not to do when applying for a job, going in for an interview and securing your position once you are offered your first job.

    Hopefully this will shine a light on an often asked subject for many forum viewers eager to join this industry, and if you have any other question or suggestion please feel free to ask.

  • Getting into the games industry - John Carmack Perspective

    • Furyo
    • August 23, 2009 at 3:49 AM

    I actually will start one, good idea Sentura

    EDIT: viewtopic.php?f=23&t=14350&start=0&st=0&sk=t&sd=a

  • Getting into the games industry - John Carmack Perspective

    • Furyo
    • August 22, 2009 at 9:18 PM

    I just mean that from my perspective hiring someone based on his education makes it really easy to forget all about the guts it takes to be in this industry. I see so many people come right out of game school and land on AAA projects from the get go, thinking they accomplished their lifelong dream and are the kings at the top of hill. Truth is they have a long list of things to accomplish to even warrant their place right there among some of the most talented people in this industry and the way they behave is nothing short of abysmally bad.

    To guys with more experience, some of whom have had to sit through endless painful shitty projects before catching their break, it's more like "Fine, you made it in. The real work starts now." And more often than not we are massively disappointed. And it wouldn't be so bad if they were just clueless, they're also arrogant. You can train people who want to learn, and I find that to be one of the most rewarding things to do at work, but you can't teach anything to a guy who knowingly and blatantly creates 5 bugs while fixing his own, just so his stack can stay low.

    Plus these same people are the first to complain about their low salary and the first to leave the office when everyone else stays crunching

    If those guys had been modders, people who had to struggle to make it in, they're inherently more suited for work and more qualified to work as part of a team, and to mind what everyone else is doing. Being a modder requires you to learn many different skills and techniques you may never even use in your professional life. But in the end that pays off by saving everyone time, and therefore money. And you get to, once in a while, actually help others from other departments simply because you have at least a modicum of knowledge on what you're talking about.

  • Getting into the games industry - John Carmack Perspective

    • Furyo
    • August 21, 2009 at 11:41 PM

    This is so very true, and so very unappreciated...

  • Francois Roughol - Senior Designer

    • Furyo
    • August 17, 2009 at 5:49 PM

    I used to have lightbox, and it wasn't all I was looking for. Mainly it also screws up on Iphones and the likes, and I really want my website to be as accessible as possible.

    I might have to try again

  • Francois Roughol - Senior Designer

    • Furyo
    • August 17, 2009 at 3:46 AM

    That's it, taken care of. It does remind me how I struggled to include it in the first place, probably a sign it didn't belong. I had asked myself the question of whether or not to include Studio (which is a sub par work by all standards)

    I'll reinstall Dark Messiah on my PC and take some proper screenies. Even though none of my work included making it look good, quite the opposite.

  • Francois Roughol - Senior Designer

    • Furyo
    • August 17, 2009 at 3:37 AM

    The DM images are indeed from IGN, I never took the time to make my own.

    I'll get rid of the other stuff, this was indeed the stuff I was concerned with.

  • District 9

    • Furyo
    • August 16, 2009 at 11:12 PM

    So Dark, Klein, some other friends outside Mapcore and I went to see it yesterday evening and we were all blown away by it. I'm with Squirelly, no other movie has hit such a homerun with me in recent memory. I loved Dark Knight and Wally last year, this is beyond them on every level of excellence and I have to go back to The Lord of the Rings to experience a movie that draws me in like this. Easily one of my favorite movies of all time.

  • Francois Roughol - Senior Designer

    • Furyo
    • August 16, 2009 at 10:07 PM

    I'm not currently looking for any position, but I thought I would post this in the database anyway, try and improve on the design of the site if you have any suggestions.

    Pics for AC2 will be coming shortly. I need them approved first.

    http://www.froughol.com

  • Robert Hodri - Level Designer

    • Furyo
    • August 16, 2009 at 10:05 PM

    I've seen people with 10 years experience struggle to reach half the quality of your work. If your relocation ideals include moving out of Europe, make sure to send me all your details and I'll pass that along here.

  • #

    • Furyo
    • August 15, 2009 at 3:50 PM

    I think you can space out your work a bit more. Not that it would become a very long list, but I see clutter more than organization right now. I'm sure it could be presented a lot better still, and the work you've done clearly deserves to be.

  • Assassin's Creed 2

    • Furyo
    • August 15, 2009 at 2:01 PM

    Thought I'd bump up this thread from work this early on a sat. morning with the second dev diary:

    http://www.gametrailers.com/video/dev-d ... reed/54132

  • Robert Hodri - Level Designer

    • Furyo
    • August 13, 2009 at 12:42 PM

    That's some very nice art indeed. Best of luck in your search

  • Philip Klevestav - Environment Artist

    • Furyo
    • August 13, 2009 at 4:08 AM

    Phil you've got killer skills alright. I know quite a few designers who'd love to see your artistic vision applied to their maps....

    If you're willing to work for Ubi Montreal I can send your stuff forward. I'm sure given your experience the R6 or FarCry guys would love to interview you for their next games.

  • Anders Jansson - Level Designer

    • Furyo
    • August 12, 2009 at 1:09 AM

    I think you should drop anything negative or that may be seen that way by anyone. With that in mind, your lines about Insurgency are probably best kept off.

    I know you don't care so much about the design, however I feel you should try and update it asap because I'm one of those that also judge the content of the book by its cover. As of now I think it's going to hurt your applications.

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