:embarrassed:
Posts by Vilham
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It is entirely evident from the shots of zyngas game that it is a complete clone. Whereas tiny tower shares very little in common by looking at any shot of it with sim tower other than them both having towers and lifts.
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Quote from Thrik
lol. To be fair, Tiny Tower is blatantly heavily inspired by Sim Tower — lots of similarities upon a closer look. However there is a difference between being heavily inspired by an old, forgotten game people would probably love to see a modern reinterpretation of, and practically cloning a game from a company you tried to purchase a while back.
Didn't you say yesterday you hadnt even played Tiny Tower. It is nothing like Sim Tower. Mega mall story = close to sim tower.
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Sim Tower was a PC game much more akin to mega mall story and not at all like tiny tower. Whereas this zynga game isn't just similar, it is literally identical in terms of game mechanics.
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Quote from sarge mat
opps. yea know what you mean need to get back to this and tidy it up.
The start of something for the latest challenge over at world of level design
[Blocked Image: http://dl.dropbox.com/u/1905266/WOLD_StoryChallenge2/WOLDStoryChallenge2_23_01_2012_Screenshot1.jpg]
[Blocked Image: http://dl.dropbox.com/u/1905266/WOLD_StoryChallenge2/WOLDStoryChallenge2_23_01_2012_Screenshot2.jpg]
Does world of level design ever actually do level design challenges rather than environment challenges?
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haha, happy bday

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Don't care enough about mass effect to bother buying it on origin. BF3 is likely to be the only game I ever get on origin.
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dwarf fortress. Very interesting game, just need the hud and UI tidied up to be more user friendly.
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best round ive had with mates is when we went pistols and knives only against the attackers on metro rush. We fucking bum fucked them on the second set of MCOMs and they claimed we were hackers and stuff, was pretty funny.
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Quote from Puddy
I don't think the notes provide that much insight either. I would go for ordinary screens and use an accompanying, not necessarily long, article explaining your work method and reasoning imho.
I wanted to steer away from an paragraphed notes etc. I think to get an interview you want your portfolio and CV to be pretty to the point, the interviewer probably has to view dozens of CVs and won't spend ages reading your blurb. I'm confident when it comes to an interview I can give a lot more information as to why something might be the way it is. Its why I like environment artist portfolios so much, they are just to the point, obviously with design that's harder as you need to provide some explanation of what you are showing. What I'm attempting (succeeding or failing) to show is a minimal amount of reading that properly explains something.
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Quote from arhurtDisplay More
Its clear that these are not annotations that you made while planning the game/levels presented, and rather some tidbits of info you are adding to further explain your role and work on the projects presented. As such I think a little bit more context as to what the project is and what your role was would help us understand better the meaning of the annotations. For instance, did you design the minecart minigame as a whole? If so your annotations are quite good and convey the basic mechanics of the game. But if your role was of level designer, I think you would benefit more with either a sketch of the level with your though process while designing the level itself, something like:
"here in the beginning there are lots of coins and few obstacles" "this section has several obstacles to make for the most challenging part of the level" "at the end there are small pockets of very valuable coins, to reward players that have gone through the challenging part with a moment of relief".
Again, if you designed the mini-games, then your annotations are spot on explaining the basics of each gamemode, but I still think you should make it clear you where the game designer in those.
And in the personal work section, again, I think just a little context might do wonders to make the annotations meaningful.
Crysis: design of a single player level
Day of defeat: design of a multi-player level
Hal-life 2: environment and atmosphere scene
I'm not sold on the format you have chosen, doyou mean to print and take it with you on interviews or send the document in a PDF? I see value in those, but I'd still try to at least have something online, unless you are not actively looking for a job =)
Indeed they are meant to explain the basics to people that might have no idea about these games and mechanics.
Yeah I see what your saying about the role. I had total control over the levels in kinect disneyland adventure (as far as Microsoft/constraints would allow it), I hope that that is explained in my CV, I may add an explanation to that effect in the portfolio as well though.
For the personal thing I was thinking the exact same thing last night after I put it up.
Im going to put all three pages together into a PDF and email it with the CV and cover letter. The problem is that I legally can not put page 1 and 2 up online, which severely limits my portfolio.
Thanks for the feedback.
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Quote from insta
Is that the scale it will be? Because I think it's a bit too small, and the text is hard to read as well. Also, maybe not go with a stylized font, something easier on the eyes would be a good choice.
Nah I scaled it down by quite a bit, the actual size is 2400x3600.
Yeah I wasn't sure about the font, but I kinda wanted it to look like they were hand written notes. I might change that.
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So ive redone my entire portfolio, the site is now down and ive created a 3 page A4 portfolio instead. I didn't want to go for straight screenshots for a design portfolio because that literally shows nothing, so ive added short annotations to it. I want this to be as short and to the point as possible, the same reason my CV has been cut down to 1 page. Heres the third page (can't show you the first two they are outsider work). Please give me your thoughts, somethings about page 3 in particular im not 100% happy with but you can't work on something forever.
[Blocked Image: http://i.imgur.com/Jhr07.jpg]
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Saints row 3 is fucking excellent.
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Read the article Stolve, this is an RTS made by Fireaxis.
Can only hope its good.
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yeah i was thinking starwars.
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Quote from 2d-chris
Yeah this is good advice
Although more the artistic and historical elements rather than engineering parts. Also, just being an active member of Mapcore (or a few other big level design communities) for a few years is a huge plus, you'd be amazed 
My path into industry was practising after school and weekends, then from 16-18 years old I worked a 4 day a week job at a hardware store and spent the spare days (mainly nights) modding but ultimately practising. After about 6 years of doing it as a hobby I got my first professional job
Only in the final year as an amateur did I purposely aim at being a professional, when I was quite confident with my abilities. I think that's a big problem today in that most people want results simply too fast. Of cource a few are very talented and with the right advice can get there very quickly, it's not everyone though 
I could agree with that, I was modding games for about 7-8 years before i even thought of design as a career choice.
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Fairly certain its unreal, may be wrong though.