Damn, this looks really nice! Well, what can I say. Keep up a good work, you're on a good road! ![]()
Posts by mjens
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It might grow into something big, it's a good idea to get a community early and find a path to progression. The problem it's there's literally nothing that is better then in UDK/UE4, Unity or CryEngine... And as I can see, there's a lot to do. It's a WYSIWYG editor but still it will look completely different in the engine...
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Thanks FrieChamp! Right now I want to finish that alone, it's my personal project
Yep, there are only 2 articles available, most of the pages are filled with stuff in Polish and without any pictures 
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New article about Composition in Level Design!
http://level-design.org/wiki/index.php…iki:Composition
You can also read it on Gamasutra:
http://gamasutra.com/blogs/MateuszP…evel_Design.php
Thanks Sprony for help with English!

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Hi man, it looks really nice! Here are some of my thought about your portfolio:
- The title banner is extremely big. It's unusual but not so bad
I missed the menu bar with "Resume" etc.- Maybe you could provide an English version of your resume?

- I didn't understand that network traffic warning, there's no need to put so many screens without captions or sense of what you want to show. It looks like a one location pictured from a lot of angles

- I don't like that you've merged all your personal work levels onto one page. You could make a separate bar for each level and there would be no problem with the "network traffic"

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Hi MapCorians!
I'd like to share the news about my current project. I've started to write about my work and processes I use when designing levels. It started from few pages and ended up as a website based on MediaWiki engine. I tried other engines but MediaWiki seems to be the quickest and very flexible. From now on you can visit LEVEL-DESIGN.org Knowledge Database:
http://level-design.org/wiki/index.php?title=Main_Page
Here's what I wrote about the website on "About" page:
Most of the books and articles I've read were very game- or engine-specific. I was looking for a very universal knowledge that shows very detailed level production phases from video game development. I couldn't find any so I've decided to pick MediaWiki engine and write down everything I know about making levels. The results are what you're reading right now, LEVEL-DESIGN.org Knowledge Base. This website gathers information about all the aspects of the level creation process and is prepared for both aspiring and experienced Level Artists & Designers. In my series of articles I'll try to explain principles of Level Art & Design on neutral ground, without technical requirements and capabilities.
I'd be very happy to hear comments from you, guys!
Regards!
Matt
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I had few AMD's and the problems and artifacts I had are countless. I will never buy AMD again. Ever.
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- get married - DONE
- get a new job and move to lovely place
- get a Mustang without roof

- have a baby
- start with own game prototypes
- finish all my current projects
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This was presented on GDC 2014. Joel's presentation from '13 was about modular construction - http://blog.joelburgess.com/2013/04/skyrim…n-gdc-2013.html.
Here's '14:
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Bullshit no. 1:
"gamers hate Crytek for what it did to the Crysis series"
What? Is that wrong that C3 was not in a jungle?
I hate talking like "It sucks because it's the same" and then "It sucks because it's different".Bullshit no. 2:
"gamers can now say to Crytek “We told you so, you had to keep Crysis exclusive to the PC and keep pushing the graphical boundaries.”"
C3 and Ryse did a great job with pushing the gfx boundaries, still PC platform is not a place where you can earn a lot $, it would be plain stupid to keep all the IP's on PC...
Too bad Ryse production was so long and expensive. Spending time on different products like G-Face etc. was a flop. Looks like there was too many ideas how to spend/invest money at one time...
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Nothing for me today but yeah, yay for steam sales

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Cool stuff dude, hope to see some gameplay coming in soon!
Good luck with the tools! 
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Wow, you're ultimate badass, so many things on your head, year 2014 is yours!
Congratulations and best of luck! 
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It's more about constant loading and streaming, that ruins the immersion for me
I wouldn't say megatextures are bad. I like the idea but it's just one from several ways to handle texture memory and speed loading. Many other engines can easily render beautiful levels without that tech so that pretty sums up what I think about megatextures...The game looks nice, it's not mind blowing, it's just OK and passes the standards.
I think that hardware defines the tech and right now we have way more memory and way faster hard drives/RAM to use usual streamed content and megatextures is not needed so much as it was when we had less than 500MB of GFX memory.
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Quote from paranoidMonkey
Thanks,
Well yeah its supposed to be something like pipboy. The idea behind the watch is that its a hacking and navigation device, hacking stuff like mechanical/electrical doors, cameras, turrets etc, as well as a compass / minimap thingy. That's the reason for it's size and flashy color.
Does this really answer your question? sorry :z
That will do the job, nice!

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Stylish, I really like it!
Watch is an important object? That yellow color and over-sized proportions say it's almost like pipboy for Fallout guy. If it's not so important you could pick more subtle color and make it a bit smaller and bang, we have a guy with gun and the game/animation is all about
What do you think? -
Bought that. Again

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Yep, I don't get it but it's marketing, they can make pink rockets to sell your game

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How much $ you have? What kind of pictures you're in to?