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  3. Puddy

Posts by Puddy

  • Gibhard

    • Puddy
    • August 3, 2015 at 6:53 PM

    [Blocked Image: http://www.gibhard.com/images_screenshots/webshot10.jpg]

    Did I miss/forget coop announcement or am I interpreting this image incorrectly?

  • Gibhard

    • Puddy
    • August 3, 2015 at 6:02 PM

    Hell, it's about time etc!

    http://www.gibhard.com/

    https://www.facebook.com/gibhard

    Plz can I test? :|

  • [WIP] de_coast

    • Puddy
    • July 29, 2015 at 10:08 AM

    Yeah building looks very pointey. Don't they usually flatten the last part of such buildings?

  • Mafia 3

    • Puddy
    • July 29, 2015 at 10:07 AM

    Mafia 2 was sort of mediocre/bad if you ask me, not outright terrible perhaps. :P It completely dropped the ball and it lost the magic that the first one had. It looked pretty good though if I remember correctly.

    Hoping they can get back on track with the third one!

  • Stumbled upon this website

    • Puddy
    • July 29, 2015 at 10:03 AM

    Welcome! Show us your game!

  • Journey

    • Puddy
    • July 28, 2015 at 5:02 PM

    Okay, this was recently released for PS4 and I haven't played it before so I bought it and then I started it and then I was like hmm and then I was like oooooooooooh and then I was like holy shit and then I was like omg this was amazing and then I was like shit I have to pee I haven't moved in like 4 hours straight and then I peed and then I was still like that shit was intense (the game, not the pee).

  • Patrick Murphy - Portfolio

    • Puddy
    • July 27, 2015 at 5:33 PM

    UPDATE! (2,5 years later)

    Okay, I've done a quick raid in the folio forum, now it's time for you to give your crits and potentially bash the shit out of me. Not applying for anything, just spring-cleaning.

    http://www.patrickmurphy.se/

    Background: Old folio (found here) was outdated and colour scheme was a bit distracting. Instead of updating it I made a new page using wix, a GUI editor (I never even looked at a line of code, which is amazing). HTML/CSS is Satan's creation. Only took an evening to get the layout, and then an evening or two to write all the text and gather some screenshots.

  • Henry Tofts - Level Designer

    • Puddy
    • July 27, 2015 at 4:15 PM
    Quote from AkatsukiUK

    http://www.henrytoftsdesign.co.uk

    Simplify.

    You already have a portfolio page with all your projects, so dump the projects menu at the top (and rename "Home" to "Portfolio", "Projects" or similar). You have too many fonts and too much photoshopped elements. Let the webpage be simple and consistent (use the same font for your text) and let the screenshots contain all the information/visual noise. Demo tab seems redundant, just present your projects on the main page. Add your email adress to the bar at the top and remove the contact page/form on your webpage. Add small icons for linkedin/twitter if you want them.

    As someone who loves CS:GO level design I felt like the presentation of your CS:GO level was overly rigorous. Sorry to say, but it is boring as shit to look at fulbright screenshots of a very rough 3D space and think about really small design-decisions of a map that is not well known. Just show the map as sexily as possible and leave it at that, entice people to take a closer look. Don't scare them away with walls of text and arrows and design musings and shit. If you want to write an article about making the level, you need to write more broadly and more systemically in my opinion. Less about specific design decisions for different rooms and more about your overall process of making a good map.

    Anyway, you have a good foundation for a portfolio, you just need some tweaks and work a bit on the presentation.

    Disclaimer: Everything above is just opinion etc etc.

  • 0

    • Puddy
    • July 27, 2015 at 4:01 PM
    Quote from Bombraker

    Hey there!

    I would love to receive feedback on my portfolio!

    http://www.midasdelaat.com

    Looks good, though please write out your e-mail adress (don't only have a mailto link).

    Also, you should have some type of formal resume on the site somewhere.

  • Paul Stangl - Level Designer

    • Puddy
    • July 27, 2015 at 3:57 PM
    Quote from poLemin

    Hey everybody!

    I finally found the time to completely redesign my website: http://www.paulstangl.com/

    Feedback is highly appreciated!

    I like this, very simple and effective.

    However, I would drop the contact page in favour of just displaying your e-mail adress on the top bar. Sure, bots will pick it up and send spam but gmail will take care of that for you.

  • Simon A. Carreño - Level Designer

    • Puddy
    • July 27, 2015 at 3:56 PM
    Quote from Taurustar

    http://dark-ware.com

    No.

    You have too many pages and too much clutter. In my own opinion, you should have:

    • Portfolio page: Where you show your work, visitors either scroll through your content or click a thumbnail of each project to read more. Start with the projects that are more recent/that you are more proud of at the top and work your way down. Fuck menus with a lot of submenus. Your e-mail address should be clearly visible, you do not need a "contact" tab.
    • Resume page: Where you have more detailed info about you, where you've worked and where you've studied. You can have an "about me" section here, if you want.

    That's pretty much it in my honest opinion (which isn't necessarily right).

  • Kieran Hogben - Level designer

    • Puddy
    • July 27, 2015 at 3:46 PM
    Quote from Bastion

    Hello everyone, thank you for showing some interest in my portfolio. Feedback is always appreciated in order to make it stronger.

    Anyway, here is the link http://bastionsportfolio.weebly.com/

    The portfolio will be kept up to date as I make new projects and such, this is the first version of my portfolio.

    Hey Bastion!

    I think your frontpage should be better at presenting what projects you have done. If you want to keep your current layout, I would suggest adding the name of the projects under each thumbnail. Right now I'm just looking at a bunch of screenshots and wondering what they relate to. If you want to use a menu system (which I do not recommend) then I would simply list all projects under My Work instead of dividing them into tabs. Also, I would add "(CSGO)" to the end of projects name (or whatever game a project is for). Personally, I think you should just focus on making a good frontpage with a presentation of everything you've done and then maybe add subpages for each project that you reach from the frontpage (not a menu).

    As for the actual work, you have gotten off to a good start with CS:GO, my advice to you is to keep pushing your content further to reach a higher quality bar. Visuals are important to "sell" your map to visitors. Definitely prioritize quality over quantity.

  • Tropes vs Women in Video Games

    • Puddy
    • July 20, 2015 at 9:27 AM

    I miss Colbert. :( Not Anita though. :D

  • Rocket League

    • Puddy
    • July 18, 2015 at 6:22 PM

    Just started playing. I'm terrible. :D Seems a bit laggy at times though? Or is it just me?

  • Puddy's Gun Review (of Freedom)

    • Puddy
    • July 17, 2015 at 9:15 AM

    I still think, for the vast majority of users, that a non-bullpup reload is way smoother, especially in real combat situations. You want the movement to take place a bit further out from your body and away from your kit (vest, magpouches etc).

    Yeah, you are totally right. What I meant was that it was maybe a bit less tricky to find the sweetspot than with other scopes I've tried. I dunno. Felt right. And we did exercises out on the range (not in the gun club) where we drew from "patrol stance" (gun lowered, not at the ready) and went straight to a firing position, was very easy to get your bearings with the ACOG. I was surprised.

    Yeah, the SCAR 17 was the easiest to control of the 4 heavier rifles that we fired.

    Nah, none of that stuff unfortunately. Don't really have civilian applications I guess.

  • True Detective - TV Show

    • Puddy
    • July 15, 2015 at 5:49 PM

    I'm gonna watch the entirety of Season 2 solely based on Season 1. I owe 'em that. :D

    Season 2 is definitely off to a shakier start but there's been a lot of really interesting moments thus far. I need to see where everything leads to before I can give my final judgement though.

  • Rocket League

    • Puddy
    • July 15, 2015 at 9:32 AM

    Had no idea this existed, will check it out. Should probably get it for PS4 since I have four controllers. :D

  • Puddy's Gun Review (of Freedom)

    • Puddy
    • July 14, 2015 at 6:15 PM
    Quote from austinweiss13

    That's not a Dragunov SVD btw, its a VEPR by the looks of it. The difference being the VEPR is an AK variant while the Dragunov is an exclusive design. Both are cool rifles nonetheless.

    Yes, that's true, it was casually called a dragunov in the store but the look of the top cover supports your theory. :)

  • Puddy's Gun Review (of Freedom)

    • Puddy
    • July 14, 2015 at 5:31 PM

    Yup, a mobile phone can not in any way capture the oomph of the heavier rifles. At the range most people were firing handguns and when we fired the first dragunov-round everyone flinched and turned their heads. :D

  • Puddy's Gun Review (of Freedom)

    • Puddy
    • July 14, 2015 at 5:09 PM
    Quote from Sprony

    Bookmarked this thread for it's pure awesomeness!

    :cool: Well, I won't keep you waiting for the last part!

    Assorted Weapons

    [Blocked Image: http://i.imgur.com/syOV9Vjm.jpg][Blocked Image: http://i.imgur.com/WtiYXf5m.jpg][Blocked Image: http://i.imgur.com/4rCEuIpm.jpg][Blocked Image: http://i.imgur.com/vBn4Xttm.jpg]

    From left to right: Winchester Rifle (lever action rifle) --- Lee Enfield (British WW2 bolt action) --- K98 (German WW2 bolt action) --- Remington 870 (pump action shotgun)

    What I learned: These weapons are a bit mixed, so I'll specify which lessons apply to what weapon. One thing that unifies all of them is that you DO NOT want to be reloading them under pressure. All weapons are loaded on a shell/bullet basis except the bolt action rifles which can be loaded using clips (which aren't really user-friendly either). Since games mostly loop a perfectly swift reload animation, you can sometimes get fooled into thinking the reloads are relatively painless. Also, follow up shots were tricky with all guns except the shotgun as it is hard to keep aiming while doing the lever action and it is nigh impossible when working the bolt action. Also, the recoil of the bolt action rifles wasn't as bad as I thought and their weight and sturdiness helped to keep them stable.

    From a game design perspective, you can definitely look at what the action (pump/lever/bolt) does to the player's aim (should the sights just be glued to the center of the screen or should they move/sway while performing the action). Also, the time inconsistencies when loading these types of weapons can also be looked at and in a game the reload time could perhaps be influenced by player skill or simply be adjusted with small, random time variations (so each bullet/shell doesn't take the exact same time to load). Depends on what game you are making. In a lot of games you just want it to be looped and consistent. They're games after all. These kind of advanced mechanics are maybe best reserved for realistic games and survival horror ("ah, shit shit come on get the last shell in").

    Review: Working the actions of all of these weapons was incredibly satisfying but my favourites were definitely the bolt action rifles and the shotgun, especially the former - there's just something about bolt action rifles (Call of Duty 2 nostalgia)! Of the bolt action rifles, I definitely preferred the german engineering of the K98. Much easier to load new rounds, it felt better to hold and the sights were a bit easier to use. The R870 shotgun was soooo much fun to use. We only fired slugs, which are one solid projectile, as opposed to buckshot, which is a bunch of smaller pellets. The recoil was fucking intense. And seeing the smoke evaporate and a spent shell casing flying out after each "pump" was so badass. The Winchester was fun but I thought it lacked a bit of kick - after all, it fires a relatively small round.


    Anyhow, that concludes my reviews, I hope you've enjoyed reading 'em!

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