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  3. aaron_da_killa

Posts by aaron_da_killa

  • dm_technodome

    • aaron_da_killa
    • January 9, 2010 at 12:56 PM

    Great map!

    It's pretty obvious that the map is designed quite nicely, it has a good flow to it with plenty of height variation for interesting gameplay and the weapons seemed to be nicely placed. Visually, the visual style was nice and consistent and the level was quite detailed/noisy which is good. Although I could think of a few minor things I would change, such as those large round open pipes suddenly ending, I've never been a fan of those sudden black walls. I think a grate the player can see through and the pipe fading into the darkness or a curve in the pipe adds depth to the level and may generate curiosity in players "hmm I wonder where this pipe goes if only I could go behind the grate", as opposed to feeling cheated or ripped off by a trick to perhaps save some polygons or the level designer's time.

    When watching the youtube video I was pretty skeptical about this whole energy cell thing. In this sort of map (arena styled I suppose) I thought that with a decent amount of players, gunfire would be coming from all directions and it would be too difficult to try and manage finding the energy cells and using them but after playing around in the map by myself for a bit, I can see how once players become familiar with the map this mechanic could become pretty central to the gameplay on the map or at least influential on the gameplay to some degree.

    One other thing.. I thought sound design in the map could have been better. Like you had sounds in the map and they did enhance the map but not as much as I think sound could have potentially enhanced the map.

    But overall this is a really nice map. Good stuff!

  • tree[d] - free tree generator

    • aaron_da_killa
    • November 25, 2009 at 1:09 AM

    This looks awesome, can't wait to try it!

    If I can make decent eucalyptus trees with this I'm going to french kiss the original poster.

  • totally random texture thread

    • aaron_da_killa
    • November 12, 2009 at 11:39 AM

    Great stuff man!

  • Off Limits - Russia

    • aaron_da_killa
    • November 5, 2009 at 4:56 AM

    Looks really awesome.

  • [CS:S]de_bahrain (Beta)

    • aaron_da_killa
    • October 27, 2009 at 11:12 PM

    Looks really nice man!

  • The random model thread!

    • aaron_da_killa
    • September 21, 2009 at 10:54 AM

    Yeah, looks good but the weld seams really stick out. I think they need to be more subtle and a bit more organic looking, at the moment they look really consistent and uniform.

  • The random model thread!

    • aaron_da_killa
    • September 16, 2009 at 11:24 PM

    Thanks for the comments guys. I'll keep working on it.

    The idea with the pannel is that in the future you have "credits" which can be electronicaly used. So you type your password in on the panel and 22 credits will be detucted from your account. So you can expect to see these pannels on pay phones, in taxis, shops, internet cafes etc. That's sort of the fiction behind the touch screen/password panel thing.

    The vending machine is actually losely based off the vending machine seen in Halo 2. You can see glimpses of it here around 0:18 - 01:16 on the right, the blue thing. I'm at school so I can't take a screenshot and I couldn't find any images of it at all.

  • The random model thread!

    • aaron_da_killa
    • September 16, 2009 at 7:45 AM

    Did a bit more work on the model, didn't add any curves because I'm still learning to model and it's a bit tricky but hopefully the model is a bit better now.

    I also did a second skin for the model. And used the $selfillum property (this is a source engine model) to give the touch screen and main face a glow.

    [attachment=2]courtyard0002.jpg[/attachment]

    [attachment=1]courtyard0003.jpg[/attachment]

    [attachment=0]courtyard00202.jpg[/attachment]

  • The random model thread!

    • aaron_da_killa
    • September 15, 2009 at 10:14 AM

    Thanks for the comments guys. After I post this post I'll work on it some more. I defiantly am not worried about sparing some more polygons.

    Regarding the futuristic look, I wanted to keep it subtle. Too often I see the cliched exaggerated futuristic look, big flashy parts, aluminum, various illogical and impractical curves and bits and so on. I wanted to keep this thing looking very clean, sleek and practical looking.

  • The random model thread!

    • aaron_da_killa
    • September 13, 2009 at 10:53 AM

    [Blocked Image: http://img9.imageshack.us/img9/7231/3d4s.jpg]

    A futuristic vending machine. Let me know what you think. Any suggestions on how to improve the touch screen (ugly white thing)?

  • Pontus Karlsson - Environment Artist

    • aaron_da_killa
    • September 6, 2009 at 8:52 AM

    I really like this. The texture is very nicely done and the model is great too. Is the texture 512x512?

  • Adam Capone - Environment Artist

    • aaron_da_killa
    • September 4, 2009 at 12:28 AM

    Great stuff!

  • Aaron Zimmermann - Level Designer

    • aaron_da_killa
    • August 26, 2009 at 4:53 AM
    Quote from insta

    Your About Me section is weird, and I like that. I also like your frequent use of gorilla imagery.

    Thanks

    Alrighty, in the past few days I've been working on a new portfolio site. I've kept dux's comments in mind as well as looking at other people's portfolio sites (I looked at everyone who posted their's in the Portfolio board for example) and will be making the following changes:

    - Dark coloured theme (just for a change).

    - Simpler horizontal menu with three items, one for the home page, one for my game pieces and one for everything else.

    - Easier to see my work now. Thumbnails and a paragraph of information about each piece can be seen from the Gameography page (one click from the home page).

    - Instead of trying to show all of my better work, I've decided to instead show my best work only.

    What do you guys think?

  • Daniel Platt - Level Designer

    • aaron_da_killa
    • August 20, 2009 at 4:05 AM

    The site itself is pretty plain in terms of aesthetics, it does the job I guess though. The banner reminds me of the art style in Bioshock, perhaps you could head in that sort of direction as the theme for your site.

    Also, I wanted more information on some of the pieces in your portfolio. Maybe you could do something like this for every piece?

    In this sentence:

    One of my levels 'Calavera' was selected to be the sole level of the multiplayer beta/demo for GRAW2. It was very positively recieved by 1UP:

    I thought the word 'Calavera' was clickable.

  • Aaron Zimmermann - Level Designer

    • aaron_da_killa
    • August 20, 2009 at 3:46 AM
    Quote from Sentura

    Not to derail the thread, but I'm also getting a little fed up with the same standard portfolio site that all the grin'ers have started using.

    don't fix it if it isn't broke. portfolios should have a simple accessible design, because you're not there to look at the site itself as much as you're there to look at the work.

    True but I don't mind if people have extra stuff up there also. I'll usually check out people's "About Me" pages or their blog or whatever else they might have up their.

    I've been thinking up some ideas for my new site design. And I was thinking I can have a horizontal menu (meaning I need to reduce the height of the banner) composed of three items: Home, Gameography (all my models and maps and code etc) and Miscellaneous (links, about me, blog, tutorials/articles etc).

    Also, instead of having something like this I can have something something like your portfolio dux (and the grin'ers I suppose), title, a paragraph of info and a few screenshots, however, I like the idea of having a full page for each level design piece so I'll make the title a link to the full page for each piece. Don't know about anybody else but I like reading sort of "behind the scenes" development of stuff and perhaps writing that stuff up so hopefully some people might enjoy reading "behind the scenes" on my pieces.

    Might also head in a different direction in the aesthetics department, perhaps something like this.

    Quote from Pampers

    is it that common now adays to write about your self in third person?

    Aaron thinks so.

  • Aaron Zimmermann - Level Designer

    • aaron_da_killa
    • August 19, 2009 at 10:26 AM

    Thanks for the comments dux, appreciate it.

    After my school exams (finishing this week) I'll look consider my website and think about what you've said. When I think about it, I think you're onto something.

    I'll be sure to check out those portfolios you mentioned to.

    P.S: I actually did the website myself, code and aesthetics, I didn't use a template or anything.

  • Aaron Zimmermann - Level Designer

    • aaron_da_killa
    • August 19, 2009 at 3:06 AM

    Here is my portfolio: Aaron's Stuff

    I started it in early 2008 and since then it's seen a few iterations - improving the aesthetic look, layout, multiple browser compatibility etc.

    May seem too complicated but I have designed this as a long term thing - too display alot of content neatly and in an organized fashion. There isn't alot of content there at the moment but as I make more maps, models, textures etc I'll add all that stuff, maybe when I go for a job or something I'll make something alot more direct with just a few pieces of work.

    Future Plans For The Site

    - Continue to add content (maps/models/flash games/textures/code/tutorials/publications/links etc etc)

    - Create my own php guestbook.

    - Create the various icons used around the site myself as opposed to using random ones from the internet.

    - Continue to integrate youtube videos of my work, at the moment there is just one. I also plan to make video documentaries of my work in

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    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.
    .

    - Move to a paid hosting plan with extra bandwidth and storage space and better url.

    - Integrate some sort of development blog sort of thing.

    - Perhaps a search feature would be nice.

    - Fix broken download links (thanks FileFront )

  • Simon Barsky - Environment Artist

    • aaron_da_killa
    • August 15, 2009 at 5:05 AM

    Yeah, solid profile. I'm impressed by the Decayed Factory Rooms, looks like pretty much everything is custom content. Good luck in the future mate!

  • keres4 Texture Pack

    • aaron_da_killa
    • August 10, 2009 at 10:57 AM

    No screenshots? You didn't even specify which engine the models are for.

  • Penn&teller Bullshit - VIDEO GAMES

    • aaron_da_killa
    • July 14, 2009 at 3:41 AM
    Quote from Sentura

    how old were you when you started thinking about modding and potentially getting into video games professionally? ...i was 13.

    I started at 12 but started to consider it as a career option at 14.

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