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  1. Mapcore
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  3. Furyo

Posts by Furyo

  • Level Design for different engines...

    • Furyo
    • November 29, 2007 at 1:23 PM

    Like others have said, a level designer is not a modeller. In most studios, these are two different jobs. While a level designer is part of the "design" team and can sometimes work on game design as well, a modeller is more on the artistic side, and works with the rest of the artistic team on assets in general.

    If the engine you work with requires to use Max or other modelling programs, you'll be taught the basics if you don't have them but in the same vein as you'd design your level with very basic brushes in Hammer. You'll have to learn how to create boxes and other low poly stuff to get the general idea across.

    As a level designer, if you actually start detailing the map yourself, you're most of the time not even doing your job anymore.

  • The Hows and Whys of the Games Industry Released! + New Tuts

    • Furyo
    • November 28, 2007 at 7:53 PM

    Congrats on this second release !

  • go-kart model

    • Furyo
    • November 28, 2007 at 11:09 AM

    yeah the goggles could be Fangio's

    [Blocked Image: http://www.ddavid.com/formula1/images/1852270837.01fangio.jpg]

    I also kinda picture a helmet a la Belushi in Steven Spielberg's 1941

  • WIP in WIP, post your level screenshots!

    • Furyo
    • November 28, 2007 at 10:06 AM

    Nice custom assets Vivi, good to see some maps go out of the stock theme

  • CS_Metroplex

    • Furyo
    • November 27, 2007 at 5:27 PM

    Now you're talking

  • Doom3/Quake4

    • Furyo
    • November 27, 2007 at 12:39 PM

    Own neither, played Doom III (beat it)

  • DM Krodan - WIP - UT3

    • Furyo
    • November 27, 2007 at 9:57 AM

    Some more constructive criticism from me....

    It's looking very good already generally, but I can't help but think the stalactites, noticeably in the second screenshot don't really come out looking natural. The general shape makes me think of Spire, as if you simply copied them over, and that may be why they don't fit.

    In the 2nd screenshot, the ones most to the right for instance don't have a rounded base with the cave. Overall they may be a little too spiky for such rounded caves. Visually speaking you could also perhaps work on their integration in the scene, with a water dripping overlay for instance, and possibly very small stalagmites forming down on the ground. Seen as these spikes aren't made of rock but of minerals, a texture change may be in order as well.

  • MapCore Job Census

    • Furyo
    • November 27, 2007 at 12:14 AM

    Indeed you are, now publish that game

  • Insurgency Beta 2 Available

    • Furyo
    • November 22, 2007 at 2:24 PM

    Congrats on your second release, you guys certainly put in a lot of time and effort in this, so kudos for not dropping the ball !

  • WIP in WIP, post your level screenshots!

    • Furyo
    • November 22, 2007 at 10:50 AM

    Trust me, you'll be out of tjuncs and max planes if you try hard enough to detail your map more than it should. This looks fine alright

  • Referral bonus for new X360 customers in Europe

    • Furyo
    • November 21, 2007 at 8:31 PM

    and in France, you get an additional 50 euros off the normal retail price if you buy one before christmas

  • Referral bonus for new X360 customers in Europe

    • Furyo
    • November 20, 2007 at 11:11 PM

    Interesting move. I guess it really shows how far behind we Euros are compared to the US in terms of units sold:

    http://www.gamespot.com/news/show_blog_ ... ws;title;1

  • Pitching an idea.

    • Furyo
    • November 19, 2007 at 3:29 PM

    I'll be slightly more optimistic (not by much) and say that you'll find companies that are looking for writers. Game designer by definition is an intermediate to senior position. You have to have some serious experience to pretend having people's attention, and even then, there are only a handful of game designers in this industry who can actually claim that, and those are the stars and have been doing this for 20+ years.

    You say you can write, and believe it or not, this is something many people claim can do but very few do well. At Ubisoft, I've worked with someone with a BA in movies and story telling, who was responsible for the entire story telling of games like GRAW and Rayman Raving Rabbids. He'd write the script, the lines for the actors, would organize the recording sessions etc etc.

    If that's something you really know how to do and can show some work for an interview, that'd be easier to get.

    Or you can follow the Little Big Planet example. One of their leads was the creator of Rag Doll Kung Fu, and with enough experience and the connections with guys from Lionhead, they formed Media Molecule and are funded by Sony to develop LBP. That's the kinda "indie game creator gone to a franchise" example that sounds possible, but we're talking of very rare occurence.

  • Mario Galaxy...

    • Furyo
    • November 19, 2007 at 10:09 AM

    I've played it a year ago in a trade show in Paris, and even then it just felt astonishingly good. As in, this really is the game the Wii was made for, not the other way around.

    I can only imagine how even more polished it can be....

  • go-kart model

    • Furyo
    • November 16, 2007 at 11:17 PM

    See, I can see myself being happier spending 20 bucks on this game than on a lot of the games currently out. It's just totally awesome, and if you can make it Mac compatible, you'd even have yourself a niche there maybe worth exploring. Especially if both Mac and PC users can play together.

    I'm thinking of long boring classes where students have laptops

  • Crysis Reviews

    • Furyo
    • November 16, 2007 at 6:05 PM

    Sounds like it was a blast, and that framed copy is something to be proud of !

  • My drawings

    • Furyo
    • November 16, 2007 at 11:14 AM

    That's just pure awesome in a can of whoop ass

  • Blending textures of different sizes in Source

    • Furyo
    • November 15, 2007 at 4:35 PM

    Yeah, couldn't really go around that either on DM.

    At this time, I'd just wait until we can learn more on the new blending system in Episode 2. Not sure the wiki has the info so far, but I remember in the Source Developers Conference '06 videos Robin Walker (think it was him) talking about it

  • The Spire (Gears of War MP)

    • Furyo
    • November 14, 2007 at 10:43 AM

    The only other thing that hasn't been mentioned is how the texture on the house facade is tiling. I'm talking of the actual entrance part, on the sides. Looks like the texture is applied horizontally and could be rotated 90°

    Obviously the interior isn't done, but there's definitely something awesome to do with these textures

  • HL2 sdk update tomorrow morning

    • Furyo
    • November 11, 2007 at 10:06 AM

    With regards to the Bad Command report with studiomdl, this is what Mike posted on Steampowered:

    Quote

    The new directory structure is probably messing with Studiocompiler. If his tool allows you to change the path to studiomdl.exe then you should try that.

    So I guess, my question is "Are you dropping your qc file on the proper studiomdl.exe file? (in the proper bin directory)

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