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  3. e-freak

Posts by e-freak

  • Cryengine VS The World: Is it a good platform for indies?

    • e-freak
    • April 23, 2015 at 4:16 PM

    no, there's still some members here... Not sure what the point of the discussion is though. CryEngine is a very powerful engine for what it is and I've seen more than one indie doing fantastic things with it. It's not unity or unreal with tons of exchangeable parts, but it does what it promises.

  • MapCore Job Census

    • e-freak
    • April 7, 2015 at 7:45 PM

    Congrats everyone! Seems like Mapcore is spreading all over the place


    I changed positions and work as Product Manager at Crytek now... I traded Python, Maya and Rendering for Jira, Excel and Outlook... yay!

  • Corwin's house renovation adventure

    • e-freak
    • November 24, 2014 at 11:26 AM

    it looks kick ass and i can't even start to imagine how you put those isolation tiles and wood panels inside by your self. mad props!

  • WIP in WIP, post your level screenshots!

    • e-freak
    • October 27, 2014 at 11:52 AM

    Just coming back from a vacation trip to Bruges, I'm in total love with the previous page!!

  • True Detective - TV Show

    • e-freak
    • September 24, 2014 at 3:28 PM
    Quote from FrieChamp

    I love that movie, here is my favourite scene:


    External Content www.youtube.com
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    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    that's from wolf of wallstreet?

  • Alien: Isolation

    • e-freak
    • September 9, 2014 at 10:07 AM

    "gameplay" looks cool, but the facial animations at the end are horrible. wtf?

  • Games W.I.P Thread

    • e-freak
    • September 8, 2014 at 3:11 PM

    dude, that's awesome. we made a prototype for a very similar game ages ago:


    http://www.magerage.de

  • The Leftovers

    • e-freak
    • August 26, 2014 at 10:18 AM

    best show on tv right now

  • DOTA 2

    • e-freak
    • August 8, 2014 at 11:26 AM
    Quote from generalvivi

    I was trying to find some new scripting entities that would allow you to control :


    Items : if players can buy them / use them / if you can just give players all items / certain items. ect.

    Heroes: if you can just force all players to be a specific hero with certain abilities.


    Can we decompile their maps from the main game? The tutorial maps would be a great starting point.

    Display More

    I think that's defined in some text table files (i had a look at the last winter dire map) - would you want to modify this throughout the game or just change balance in general?


    Quote from Vilham

    Do you actually know what you want to make though? I have a fairly good idea of what would be a fun game mode that was in Warcraft 3.

    i think something like uther party from wc3 would be super fun and very extendable (publishing updates through the workshop). it's a collection of mini games and heroes vote in a 'lobby' room on what mini game they want to play next. we could start with a few puzzle and mini games and then build more in the future. would also lend it self to remote work with referencing level files from other people in.

  • Porting games to the new consoles

    • e-freak
    • August 8, 2014 at 9:41 AM

    I'm just surprised by how many studios started doing it, because it's a huge technical challenge. Especially looking at Last of Us, I was wondering how much effort it was to switch the entire game from a PS3 optimized engine to a PS4 optimized engine (completely different HW architecture).


    Now if you have a game on CryEngine, Unity or Unreal it's probably way easier, because they support different platforms "natively" and often have deployment tools in place already that make it easier. Even though, if the technical side is up and running you will still need to check if your assets still look good or if they need re-touching as well (lower resolutions often allowed for way more "cheated" content).

  • DOTA 2

    • e-freak
    • August 8, 2014 at 9:34 AM
    Quote from Skjalg

    I wanna make a mod. Anyone else want to?

    So are we setting up a Mapcore Dota 2 Mod Team with Skype channel?

  • Ryse - A not-so-exclusive XBOX One title by Crytek

    • e-freak
    • August 7, 2014 at 4:00 PM

    and it's no longer xbone exclusive:


    welcome Ryse for PC (4k gaming!)

  • GDC Europe 2014

    • e-freak
    • August 7, 2014 at 3:56 PM

    yepp, as said on facebook, will be there

  • THQ... Next Crytek?

    • e-freak
    • August 1, 2014 at 11:14 AM
    Quote from FMPONE

    The challenge of it actually isn't understanding what to do, for me the formula is still the really simple $60 a pop game, the challenge is how to make a game that has broad appeal and has quality... as usual


    i'm sorry if i sound really burned here, but the formula to making a game that has broad appeal is spending 3 times the development money on marketing budgets. You can develop a great AAA game and ten people will hear about it on Steam or Reddit, but you only start making money when random kids want their moms to buy it from gamestop. And even then it's still not a guaranteed to break even.

  • THQ... Next Crytek?

    • e-freak
    • August 1, 2014 at 11:00 AM
    Quote from FMPONE

    Just make high quality AAA games at a $60 price point and release on Steam (or Origin if you want to be cheeky). Why is this so complicated? Why chase your dick trying to make a F2P MOBA etc etc.?


    Because 60$ AAA makes fuck no money. Wolfenstein is a positive example in a market that's been declining for years. Or rather than declining it's more and more polarized. You got the big winners like CoD (Activision), Assassin's Creed (Ubisoft) and Battlefield (EA), you got a few good titles (like Wolfenstein) in the midground and then you have a ton of titles that are really good, but they aren't making their money back.


    The last Bioshock, Tomb Raider, etc were all considered flops for the publisher (even when they sold really, really well). I mean, there's even a reddit thread on this topic http://www.reddit.com/r/Games/commen…ccessful_games/


    Neither consoles nor F2P is the enemy. The truth is that it's really fucking difficult to be your own game studio outside of a massive publishing house that can market your game like crazy. And it's even more difficult trying to break out of these traditional patterns and trying to become a self-functioning developer that can both develop and publish. You get high rewards when it works, but you're also shouldering years of financial burden and all the risk.

  • The Leftovers

    • e-freak
    • July 24, 2014 at 3:42 PM

    yeah i like it so far. well done, but no idea what the actual fuck is going on.

  • [CS:GO] ar_blocks

    • e-freak
    • July 7, 2014 at 9:58 AM

    i think some vertical objects (like towers) that cast some shadows to break up the even surfaces might work well to make it more readable. that is without having seen this ingame, maybe it works better with movement anyway - looks awesome and props for sticking to the theme 100%!

  • Dawn of the planet of the Apes

    • e-freak
    • July 3, 2014 at 5:01 PM

    it's only hinted at in the article, but i think i can talk about this soon enough in more detail


    http://www.fxguide.com/featured/cryteks-cinebox-an-update/

  • Corwin's house renovation adventure

    • e-freak
    • June 27, 2014 at 11:15 AM

    super impressive Clement You guys are rocking it! Looking forward to more updates.

  • Doom (4)

    • e-freak
    • June 15, 2014 at 4:37 PM
    Quote from Pericolos0

    Doing PBR on idtech5 would probably require about 3-5x the memory. It's no longer a single map, diffuse, normal, ao, spec, roughness etc needs to be stored separately. A game like wolfenstein would be like 200 GB doing this.. which is a little ridiculous

    isn't it using all those maps already? how would they do dynamic lighting in wolfenstein and rage?

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