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  3. Vilham

Posts by Vilham

  • Battlefield 1

    • Vilham
    • August 31, 2016 at 3:55 PM

    Played this last night.

    [Blocked Image: http://media1.giphy.com/media/GQnsaAWZ8ty00/giphy.gif]

  • What is the best game to create maps for?

    • Vilham
    • August 26, 2016 at 5:54 PM

    CoughChris'swhiteboxUT4mapentrywhichhadmodelsandbevelsCough

    :P

  • New Gears Of War

    • Vilham
    • August 26, 2016 at 10:45 AM

    I still need to play some of the campaign, only played the multiplayer stuff so far. Its good stuff so far though.

  • What movie is this?

    • Vilham
    • August 22, 2016 at 10:30 PM

    One person here should get this immediately.

  • What movie is this?

    • Vilham
    • August 22, 2016 at 4:59 PM

    Flamingo scene you say? Must be the pink flamingo

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  • Art & Design roles at Splash Damage

    • Vilham
    • August 16, 2016 at 10:26 AM

    If anyone junior is on the fence I can highly recommend you give it a go.

  • WIP in WIP, post your level screenshots!

    • Vilham
    • August 15, 2016 at 12:32 AM
    Quote from blackdog

    2 hours ago, blackdog said: I have more of a problem with the vertical railings, to me the space feels quite of the right size. Such a wide simmetry looks a bit boring though, door at the end is highly impractical.

    Rule of cool

  • Art & Design roles at Splash Damage

    • Vilham
    • August 12, 2016 at 4:32 PM
    Quote from Bastion

    3 hours ago, Bastion said: Gotta have worked on a AAA game before for the level designer role... Damnit.

    Yeah sorry, no junior roles for design going at the moment.

  • Art & Design roles at Splash Damage

    • Vilham
    • August 12, 2016 at 11:15 AM

    Splash is looking for a bunch of positions at all levels, given the mix of professionals and students I figured this would be a good place to advertise them out.

    I can highly recommend Splash, it's by far the best company I have worked for so far (Crytek, CIG, Frontier), the company tries to keep employees as happy as possible with loads of events, providing employees with completely open information channels, great benefits and is aiming for The Times 100 (a rating that uses employee satisfaction). The projects are all very interesting and challenging, we have Dirty Bomb and Gears of War 4 multiplayer plus some unannounced projects.

    http://www.splashdamage.com/careers


    Send me a private message with your CV/Portfolio and Cover letter and I can pass a recommendation forward to HR.

    Game Designer - http://www.splashdamage.com/content/job-details?gh_jid=269085

    Lead Game Designer - http://www.splashdamage.com/content/job-details?gh_jid=254144

    Lead Level Designer - http://www.splashdamage.com/content/job-details?gh_jid=254152

    Level Designer - http://www.splashdamage.com/content/job-details?gh_jid=469299


    VFX Internship - http://www.splashdamage.com/content/job-details?gh_jid=463651

    Character Artist - http://www.splashdamage.com/content/job-details?gh_jid=249369

    Concept Artist (Gears) - http://www.splashdamage.com/content/job-details?gh_jid=249369

    Env Artists (Gears) - http://www.splashdamage.com/content/job-details?gh_jid=249369

    Tech Artist (Gears) - http://www.splashdamage.com/content/job-details?gh_jid=229475

    UI Designer - http://www.splashdamage.com/content/job-details?gh_jid=249372

    VFX Artist - http://www.splashdamage.com/content/job-details?gh_jid=229474

    Tech Animator (Gears) - http://www.splashdamage.com/content/job-details?gh_jid=459105


    Senior Env Artist (Gears) - http://www.splashdamage.com/content/job-details?gh_jid=249395

    Senior Lighting Artist (Gears) - http://www.splashdamage.com/content/job-details?gh_jid=249395

    Senior Technical Artist - http://www.splashdamage.com/content/job-details?gh_jid=263532

    Senior UI Designer - http://www.splashdamage.com/content/job-details?gh_jid=221866


    Lead Artists (Gears) - http://www.splashdamage.com/content/job-details?gh_jid=249369

    Lead Asset Artists (Gears) - http://www.splashdamage.com/content/job-details?gh_jid=243392

    Lead Technical Artist (Gears) - http://www.splashdamage.com/content/job-details?gh_jid=222017

    Lead VFX Artists (Gears) - http://www.splashdamage.com/content/job-details?gh_jid=243437

    Tech Art Director (Gears) - http://www.splashdamage.com/content/job-details?gh_jid=262313

  • [CS:GO] Concert

    • Vilham
    • August 2, 2016 at 4:31 PM

    de_thrill is really starting to look good

    This is looking great though RZL

  • Epic Games & MapCore's Unreal Tournament Level Design Contest Discussion

    • Vilham
    • July 27, 2016 at 8:37 PM

    Congrats everyone.

  • Announcing my new game - Solus - Survival/Exploration - Unreal Engine 4

    • Vilham
    • July 21, 2016 at 6:14 PM

    So I finished the game the other week, honestly it does some things very well but other things quite poorly.

    Spoilers ahead.

    Spoiler

    Pros

    • The audio is excellent, spine chilling and keeps you on your feet even given one of the cons.
    • World was interesting and the story was well revealed to the player
    • Creepy events were good like the little children things and the head turning skeletons.

    Cons

    • The game was too long tbh, Took me 12 hours to complete and considering there isn't much going on that is far too long.
    • The tower level didn't really act like a hub which is what I was expecting, was expecting to have to setup camp and come back often, never did, its essentially linear felt like a missed opportunity. Could of saved a lot of environment creation.
    • Even though the audio made me feel in danger a lot I really never was in much danger. Literally just the orbs which I encountered 3 times I think.
    • Too much free food and water safe points for dehydration or starvation to ever be an issue or require me to carry much at all. I think I carried a emergency ration through nearly the whole game.
    • Having the torch as an item and not an on/off item is honestly annoying as hell. Having to put the torch away to drop a rock on a button is not something I should be doing. I really didn't feel it served a purpose.
    • The text translation thing became tiring fast, I like the idea but it should of started at the beginning of the text and not required me to wait 3 seconds before I can even start reading, considering there are something like 500 signs that's 25 mins of waiting for text to translate so I can even start reading it. No thanks, I basically skipped most of the dialogue after the first 2-3 hours.
    • Secrets seemed very random, I probably found about 1/3 of them, but found the green invincibility skull pretty easily. Meaning I didn't level up many perks and even if you did it didn't feel like they really helped much.
    • Chests really didn't seem like they added anything considering you could only get a heal item or food from them.
  • Mapcore Job Census

    • Vilham
    • July 11, 2016 at 12:15 PM
    Quote from Daze

    8 minutes ago, Daze said: I'm since a couple of months Lead Level Designer (still at YAGER). :)

    Out of interest how did you transition from Senior Technical designer to lead level?

  • [Chivalry: Medieval Warfare] AOCTO-SunwaterBay

    • Vilham
    • July 5, 2016 at 9:35 PM

    The castle from the outside shot looks ace. Really cool silhouette.

  • Epic Games & MapCore's Unreal Tournament Level Design Contest Discussion

    • Vilham
    • July 5, 2016 at 5:31 PM
    Quote from FrieChamp

    9 hours ago, FrieChamp said: Due to some intense RL stuff that came up, I didn't have enough time to seriously work on my Phase 2 submission. It was still fun to do a bit of mapping for UT again. :) There's some cool-looking entries here - looking forward to try them!

    I am in the same boat, didn't have the time to art up a full level with new blockout assets which is what I wanted to do.

    The entries look great though. Good luck everyone.

  • Doom (4)

    • Vilham
    • July 4, 2016 at 4:16 PM
    Quote from Buddy

    5 hours ago, Buddy said: That is most likely a problem on your hardware side. Game ran solid 60fps though entire lenght for me.

    It's a fairly common problem, there's a bunch of threads on steam etc about it. There should be no part of your game where it can go from 50 fps to 1 fps, ever, no excuse. Clearly some combination of elements in that area is causing Nvidea cards to die.

  • Doom (4)

    • Vilham
    • July 4, 2016 at 10:23 AM

    So the solution was to chuck everything on off or low and it finally ran, either the game can't handle that level due to the exterior sections size or its the glass shader being poorly designed.

    Didn't bother turning the settings back up after, didn't want to risk getting 1 fps again.

  • Doom (4)

    • Vilham
    • July 2, 2016 at 7:54 PM

    So my game drops to 1fps after the Tram section, fucking ridiculous, completely unplayable.

  • Epic Games & MapCore's Unreal Tournament Level Design Contest Discussion

    • Vilham
    • June 24, 2016 at 12:47 PM

    To be fair the organisation of the assets in UT4 is a bit of a mess. There clearly aren't any consistent standards.

  • Overwatch

    • Vilham
    • June 14, 2016 at 11:22 PM

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