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  3. Furyo

Posts by Furyo

  • E3 COVERAGE - RAINBOW SIX: VEGAS [media inside]

    • Furyo
    • May 9, 2006 at 2:41 PM

    Yeah very good if that's in game. Looks believable to me to be an ingame video though.

  • WIP in WIP, post your level screenshots!

    • Furyo
    • May 8, 2006 at 2:33 AM

    And finally Arjan comes back to DoD with a vengeance !!!! Hail King IR !

    About time if I might add

  • hessi's tree thread

    • Furyo
    • May 7, 2006 at 3:21 PM

    Long live Hessi !

  • what do you think about this kind of advertising?

    • Furyo
    • May 6, 2006 at 10:47 AM

    Sponsoring is a kind of advertising. And it can also be a way to pay less taxes.

  • PhysX card to be released soon. What's your take?

    • Furyo
    • May 5, 2006 at 6:47 PM

    I'm confident this will be the new "thing to get" in about a year as next gen comes around, much like the new sound cards from Creative that have their own CPU to lessen the load on yours, but the first generation of any technology really is only for the "early adopters" (there's a reason they're called that way you know) and I'm not gonna fork that much money on those just yet.

    And to answer Izuno's question, I think they'll just allow for better performance by lessening the load on your main hardware. I don't think their existence will allow for new things. Now games developers may very well say "Physics card required for advanced settings" and they may also choose not to allow players to enable advanced settings if they don't have a PPU, but that'd just be so their game isn't displayed with less than say 30 FPS. But the fact would still be that advanced settings can be handled by the comp without the PPU. Unplayable yes, but feasible.

  • ESRB, Oblivion...let the debate rage!

    • Furyo
    • May 3, 2006 at 11:45 PM
    Quote from Section_Ei8ht

    Because ratings are so outdated they're not even funny. There's this part of me that always takes over in these debates, and it's the "any attempt against any form of art is punishable". So I don't exactly blame the ratings system only, I also blame the editors for pushing the devs to get rid of this or that just to get a better rating.

    I find things like this arsehole or the alleged 4*4 tits texture of GTA Hot Coffee mod extremely stupid.

  • ESRB, Oblivion...let the debate rage!

    • Furyo
    • May 3, 2006 at 10:52 PM

    I read somewhere that a patch had to include a change to the horse's skin so its arsehole wouldn't show....I don' t have the game so I don't know if it's true, but nothing would surprise me anymore.... After all it's possible to have a topless Lara Croft in the last TR as well (and perfectly modelled as well with tits and all, not just a texture)

  • [WIP] dod_omaha v2

    • Furyo
    • May 3, 2006 at 12:20 AM

    I'll give you that though, either you're a different person than the one who made the current omaha_v1, or you got a hell of a lot better already. And yes I say that based on this 10m*10m piece

    Because the omaha I know is a rip off of HL2's last level before entering Nova Prospekt, on which dod entities were added. And your screen by itself is already better than that

  • [WIP] dod_omaha v2

    • Furyo
    • May 2, 2006 at 10:09 PM

    You really were the mapper for the first omaha? I hope you really do take into account the critics of the first, because it needed a lot of work.

  • Open season for level design positions?

    • Furyo
    • May 2, 2006 at 7:50 PM
    Quote from Skjalg

    My guess is that I probably will have to face defeat if I'm nearing 30 and haven't gotten a job yet (Im currently 20)

    20 is very young, it's actually too young to have a degree in game design, so don't feel bad. I'm 25 (was interviewed on my bday) and at your age I was doing a semester in Berlin for my business school, following economy classes at Humbolt University and writing essays on the economic power of the Potzdamer Platz.

    So really, take your time and work some more. I now wish I was 5 years younger and could start my studies all over again....

  • HL2: Episode 1

    • Furyo
    • May 2, 2006 at 6:37 PM

    I'll buy it, but only on the 31st or 30th. No need in putting this on April's paycheck when it can be done on May's

  • Open season for level design positions?

    • Furyo
    • May 1, 2006 at 8:58 PM

    yep that's a very good find. It doesn't have them all for sure but it's a very good start.

    And same thing for the age span of people at Montpellier: 20 to 45, with people in their 30s considered the experienced guys.

  • Open season for level design positions?

    • Furyo
    • May 1, 2006 at 6:46 PM

    the map is dod_dijon, it's in the spotlight gallery. First map ever, no 3D experience prior to that, and over 2000 hours spent on it to learn the tools.

    Just to put this into perspective, there was no way in hell I actually thought I could land a job in the industry. It was fun, and that's why I was doing it. I had never thought about this as a degree, and went to a business school and studied marketing.

    But as time went on, I realized by doing it that I had a lot more fun making it than I ever had studying marketing, or that I had while working for Apple.

    And after 15 months of unemployment (those 15 months I took to make this map) I was lucky to find someone to hire me, and the icing on the cake was that it was in the industry.

    So yeah, I consider myself extremely lucky. I know people will think I don't deserve the position (not here personally but in general) and that's also what I think, because I know how much others would like it and they've worked harder. I have said before to Insta or Skdr how much they deserved that position a lot more than me, and I have the utmost respect for guys that have worked their asses off and were making maps when I wasn't even playing DoD. At the same time, it's up to me to prove that I can fit in, and that's the mentality I go to work with every day (see my previous post about mentality). Low profile, learn from the pros and do my own thing. What must happen will happen.

  • Open season for level design positions?

    • Furyo
    • May 1, 2006 at 1:59 PM

    yeah, and Gaz look at the bright side, there are far more companies in the UK than there are in the rest of Europe (each country individually)

  • Open season for level design positions?

    • Furyo
    • May 1, 2006 at 1:51 AM

    From what I see, your paycheck is indexed on your experience, not necessarily on your expertise. Meaning X number of years of experience will get you X dollars and not a dollar less. Then if you're actually good, you have the power because you're likely to have offers from more than just one company, in which case you can start to hold auctions But that's just the way it goes absolutely everywhere, I'm sure you know that.

    As for putting ourselves above the guys that don't care, it's easy enough, show that you do care more. Take every opportunity you have to show your interest in things, walk around the offices and ask questions, learn from the best, and continue working on mods at home. Then put up your own work on your desktop so people walking by may see it, and interact with everyone. It may be harsh, but the people that are remembered are the ones that were talked about, for better or worse. And to achieve that, you need to be proactive.

  • WMI art-test ww2 berlin (unreal)

    • Furyo
    • April 30, 2006 at 6:05 PM

    Yes triplets of Belleville is an animated movie, made in France in one of our remaining studios (we've lost quite a few lately, the most famous of which was Disney's last "hand drawn" studio, now that they moved everything to CG).

  • Open season for level design positions?

    • Furyo
    • April 30, 2006 at 5:59 PM

    Absolutely, coming from Mapcore or any other community is more likely than not a sign of general interest and motivation. I didn't take it personally at all, but my point is that I'd rather work with extremely motivated people with no experience than experienced people who don't care about the game and want to do their 9-5.

    The team here has just seen a lot of new comers. I wasn't the only one, as 3 other guys started within a week of my own start. We are 10 total, with only 2 with permanent position. The first one has 10 years experience (lead) and the other 8. The rest of us have never worked on AAA titles or just started on Kong. One is a former gfx artist that wanted to move to LD, the other was in charge of optimization on Kong and had made a game for the Xbox by himself prior to that.

    Then you have me with that one map for Source, an intern who's finishing his studies, a former Kong tester and a web designer with no experience whatsoever in 3D. The two others also worked on Kong and are more involved in testing new gameplay features.

    So yeah, it all looks like a big zoo and one can really wonder what the hell happened for this team to be assembled. But believe it or not, it actually works quite well, but it's got more to do with the way things work at Ubi Montpellier as opposed to us being proficient already. It works because we're really motivated and all work together. And right now it's pre-prod time, and we're well aware that we're still being trained and are learning the tools. Time will tell if that continues into actual production time.

  • WMI art-test ww2 berlin (unreal)

    • Furyo
    • April 30, 2006 at 3:49 PM

    I really dig the style too. Nice work

  • Open season for level design positions?

    • Furyo
    • April 30, 2006 at 10:18 AM

    Well that reminds me of an article posted here some days ago, that basically said the average career span in the game industry was 5 years, after which people move on to other things.

    If that's true at all, that would explain the need for a lot more people, and when you want low costs, you're gonna take all the newbies like me and pay them less than any experienced guy.

    Yes you need to start somewhere, and yes you won't always find great level designers. But it's just like any job where one is hired because of his motivation, and one needs to work his way up the ladder. It's all about the mentality with which you go to work every day.

    I understand how this is frustrating for far more experienced level designers, and people who have had to work real hard and for a lot longer to get similar positions (and of course those that still don't have said positions), but this is the same thing in any industry. You'll find opportunists every step of the way, and bluntly put, some very very lucky guys

    Bottom line, if these newbies aren't any good, they'll be gone at the end of the project. Permanent positions are only given to those that can do something.

    A dangerous mentality would be to think you're the new hottest shit to hit the fan and think you're the new genius no one can afford to lose. But those guys don't last long either.

  • Open season for level design positions?

    • Furyo
    • April 30, 2006 at 3:14 AM

    If my own story bares any sign of similarity with whatever other studios are doing right now, then yes it sure is true.

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