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  3. Puddy

Posts by Puddy

  • Al Anselmo - Game Designer and Level Designer

    • Puddy
    • August 21, 2013 at 8:09 AM

    Okay, my main feedback is that your portfolio is very heavy on the text, analysis and thinking and thin on content. I'm assuming 99 out of 100 game studios prefer solid content (released maps, projects, mods) way more than text detailing your design process etc. If the content is good, it speaks for itself and they assume you know your stuff.


    Monaco QA: I'm assuming this was an unpaid position. Also, was it an actual "position" or did you simply have access to the game and submit feedback?

    GRASP: This could potentially lift your portfolio if the game shows promise (even though it's not released). However, you don't actually showcase anything about the game?

    Portal 2 Maps: Since these were made using PETI their Portfolio value decreases. You've got miles long articles about them, but how come one only has 87 subscribers? Why did it fall short? Are the maps the best they can be? You should really push your content in terms of quality.

    Silverhawk: Not very game-related imho.


    In the end, all this adds up to that the only real level design experience you showcase are two Portal maps made in PETI, which isn't a "true" editor. In my experience, "game designers" are rarely where they are because they could theorycraft ideas. They got there because they could deliever content (whether as artists or level designers) and ALSO were good with ideas and were allowed, at a later stage, to work more with shaping game ideas and mechanics.


    TLDR; you need more meat in your folio.

  • Splinter Cell: Blacklist

    • Puddy
    • August 21, 2013 at 7:46 AM

    Sorry, I meant pounds. They recently changed that.


    For me, the game is listed at 30 pounds here: http://www.greenmangaming.com/s/se/en/pc/gam…st/#description


    The voucher is 20% off, which should bring it down to 24 pounds. If not, there are some regional restrictions in effect.

  • Splinter Cell: Blacklist

    • Puddy
    • August 20, 2013 at 9:06 PM

    I could use it on the normal edition, but you're probably entitled to different vouchers depending on region. Unfortunately. :/

  • Respawn Entertainment's - Titanfall

    • Puddy
    • August 20, 2013 at 9:00 PM

    I think the futurustic setting and mechs will prevent it from gaining the same appeal as CoD. But that's just a guess.


    Besides, who want's to be CoD when you can be fucking awesome instead? Looking forward to this!

  • Splinter Cell: Blacklist

    • Puddy
    • August 20, 2013 at 3:13 PM

    http://www.greenmangaming.com


    Use GMG20-4B9NY-L4FEN voucher.

  • Splinter Cell: Blacklist

    • Puddy
    • August 20, 2013 at 2:30 PM

    Pre-purchased this. The little I've seen is looking good and I got a special deal for it (24 euros). It seemed stupid to pass it up.

  • E3 2013 - The Division | Ubisoft

    • Puddy
    • August 20, 2013 at 12:41 PM

    Yeah, it's awesome!


    I don't like forced tablet/console/PC crossplatform gaming, but this is pretty cool:

    http://www.youtube.com/watch?v=rcNB1_bGG5w

  • pl_borneo

    • Puddy
    • August 20, 2013 at 8:37 AM

    I really like this.


    You've got some nice, crisp and clean brushwork, a good unifying theme and a very readable environment. But! The map lacks a bit of "oomph" and could really use some more varied lighting, it's really close to fullbright atm, and a few more details here and there.


    Great work!

  • Origin return policy...wait, what?

    • Puddy
    • August 20, 2013 at 8:28 AM

    24 hours after launching the game, you say?


    Sounds like a great way for people to beat SP-games for free lmao. Perhaps I would exploit this system too if it weren't for the fact that I hate Origin.

  • GFWL Service - Ending In 2014

    • Puddy
    • August 20, 2013 at 8:26 AM

    Oh shit, I'll have to use all my credits in the GFWL store!


    Said no one ever.

  • WIP in WIP, post your level screenshots!

    • Puddy
    • August 19, 2013 at 10:55 PM

    you work with the decals you got ;D actually, i hadn't considered that... hmm, now i probably have to change it

  • WIP in WIP, post your level screenshots!

    • Puddy
    • August 19, 2013 at 8:14 PM

    woah woah


    slow down guys, i can't handle all the awesome


    no wait you are just cunting about


    here's a true, very WIP shot (Agency):

    [Blocked Image: http://i.imgur.com/Jm6kwPa.jpg]

  • PAYDAY 2

    • Puddy
    • August 19, 2013 at 5:31 PM

    I definitely support a stealth bonus.

  • PAYDAY 2

    • Puddy
    • August 19, 2013 at 10:17 AM

    If players were given all money to spend and all prices were changed to be realistic (like, a red dot sight only costs about $1k), one bank heist would be enough to buy every gun and attachment in the game.


    Mazy: It was fun playing, we'll have to gather Mapcore people for round 2! And perhaps aim at doing more 3-day missions.

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • August 19, 2013 at 8:13 AM

    DE_Bagra


    It took a while to learn since the map is pretty "naked" and mostly consisted of dev textures. But once you got a hang of things it was a pretty damn enjoyable layout. Don't know if the layout might be slightly on the too interconnected side of things, considering there are so many paths, connectors and sightlines to think about.


    I had fun with my AWP. Perhaps too fun?

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • August 18, 2013 at 8:02 PM

    Gogogo!


    31.3.246.66:27015

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • August 18, 2013 at 7:55 PM

    Gametime in 5 minutes!

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • August 18, 2013 at 9:41 AM

    Coldshell (sorry for the late feedback):


    Gameplay:

    I think the basic layout is a bit too mazey and I don't think the encounter points were too interesting to be honest. I think you need to take a look at your paths, perhaps redesign the main combat areas and make sure the timings are balanced for these areas. Still, the map felt pretty balanced and it was nice seeing a map that focuses a bit more on close quarters.


    Visuals:

    The visuals felt a bit crude, the texture work wasn't too great. The level felt very gamey and I didn't really "buy" the environments. Felt like the compound of an early-era Bond villain.


    Furthermore, we've got DE_Bagra and CS_Mass lined up for tonight and DE_Catchment and DE_Mocha lined up for Tuesday. The authors of these maps need to get back to me with the latest versions of their maps! I'll schedule another Agency test for next Thursday, which means there's another slot available if anyone needs it.

  • [CS:GO]de_blackgold

    • Puddy
    • August 18, 2013 at 8:20 AM

    Wow, this looks really Mirror's Edge:y! Good jerb on the visuals!

  • Battlefield 4

    • Puddy
    • August 18, 2013 at 8:14 AM

    Ugh, can't stand these kinds of ads.


    In more comforting news, this blogpost contains some very reassuring info:

    http://blogs.battlefield.com/2013/08/road-t…field-upgrades/


    Quote

    We’re increasing the suppression effect of Light Machine Guns, exclusive to the Support kit, while other weapons are less suppressive. Additionally, we’ve decreased suppression at close range to ensure that close quarters battles always focus sharply on player skill. Besides changing the visual effects of suppression, we’re also replacing the accuracy penalty in Battlefield 3 with a scope sway effect – similar to what snipers get in Battlefield 3 while suppressed. A skilled, focused player can keep his aim on target and get hits, even while under the effects of Suppression.

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