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Posts by Vilham

  • Subnautica

    • Vilham
    • January 24, 2018 at 9:57 AM

    Congrats.

    You totally can't have that many peepers on screen though!

  • Counter-Strike: Global Offensive

    • Vilham
    • December 18, 2017 at 7:25 PM

    Dunno why people think this is a battle royale mode, there is nothing in there that points to battle royale. I would bet on this being a coop survival mode akin to cod zombies, there are far more reasons to suggest that than a battle royale given that valve have already released a bunch of AI stuff in the latest operations.

  • Contest Finalists have been declared!

    • Vilham
    • December 11, 2017 at 4:07 PM

    Congrats everyone.

  • Wolfenstein 2: The New Colossus

    • Vilham
    • November 25, 2017 at 5:11 PM
    Quote from Mazy

    On 23/11/2017 at 9:12 AM, Mazy said: It's been a while since I finished it, but man this game just leaves me with mixed feelings. As much as I loved the story, characters and moments (one of my favorite games from a narrative perspective in a loooong time), I almost equally disliked the actual gameplay. Really sad since I really liked the gameplay of the first Machinehead Wolfenstein.

    It's generally way too hard to play as a shooter, borderline broken (at least on anything above the very easiest difficulty), providing basically no feedback that you're getting hit, unless you keep your eyes fixed on your health bar at all times. I'm as tired of the generic red bloodvein borders illustrating that the player is hurt, but man I missed something as stupid like that when playing this game.

    On the other hand then it's also just not tight enough as an actual stealth game, and honestly most encounters feel like they're designed for stealth up until a certain point, where they want you to start playing more aggressively. The first game found a much better balance in my opinion, functioning primarily like an excellent shooter where stealth was a fun way to mix things up, but not actually required. Here stealth seems strongly encouraged, but without making it a better stealth game in the process. It's a damn shame.

    Anyway, with all that said I still recommend the game, the story and the places this thing goes to is simply that good. And yeah, the first couple of hours are the worst gameplay wise, but it does get somewhat better (and so does the story).

    Pretty much agree. Its a good game, starts badly (so did dishonoured 2 and titanfall 2) but gets better. Never reaches the level of the original though, not really sure why they changed a bunch of stuff. Like having different weapons. Was a strange choice, they literally didn't need to change that at all.

  • Splash Damage Hiring!

    • Vilham
    • October 30, 2017 at 5:45 PM

    Hey guys, Splash Damage is still growing, in the last year we have bought back the publishing rights to Dirty Bomb and have shipped a bunch of updates, with more to come, we have shipped Gears 4 multiplayer + DLC maps and are moving onto new projects, like a new project in partnership with War Gaming (World of Tanks/World of Warships creators).

    As you can see we are hiring for a lot of positions, if you are interested send me your CV and a cover letter and I will add you into our application system with a referal (or if your application isn't quite there I can give you some advice on what you would need to do to improve it).

    I mentioned last time that Splash Damage is a great studio my opinion hasn't changed, still the best studio I have worked for, great opportunity for career growth, it has great perks http://www.splashdamage.com/perks (Health, Gym, company events every month basically, plus the normal stuff), good pension match scheme, awesome games, London scaled pay.

    Come join, me, Bastion, AkatsukiUK and a bunch of other guys from here.

    You can view the actual requirements here, please read the requirements for the job to see if you would meet them, if you are unsure feel free to ask me: http://www.splashdamage.com/careers

    To help filter the more junior roles that probably apply to most people here:

    2d artist - http://www.splashdamage.com/content/job-details?gh_jid=609859

    2d/UI artist - http://www.splashdamage.com/content/job-details?gh_jid=877945

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

    Weapon Artist - http://www.splashdamage.com/content/job-details?gh_jid=750494

    Lighting Artist - http://www.splashdamage.com/content/job-details?gh_jid=783943

    Environment Artist - http://www.splashdamage.com/content/job-details?gh_jid=878137

    Level Design Intern - http://www.splashdamage.com/content/job-details?gh_jid=840028

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

    UI Design Intern - http://www.splashdamage.com/content/job-details?gh_jid=516993

    UI Programming Intern - http://www.splashdamage.com/content/job-details?gh_jid=506184

  • Mapcore Job Census

    • Vilham
    • October 4, 2017 at 5:55 PM

    Can change me to lead level designer at Splash Damage :)

  • Battlefront 2

    • Vilham
    • October 4, 2017 at 2:52 PM
    Quote from Dark

    27 minutes ago, Dark said: I've got a ps4 and Xbox beta code left if anyone wants to give the game a try. ?

    yes please, ps4

  • Site Changes and Feedback

    • Vilham
    • September 28, 2017 at 10:39 AM
    Quote from Thrik

    3 minutes ago, Thrik said: Do you have a screenshot of this? I've not been able to see it myself (in Chrome or Safari in desktop or mobile size).

    I have noticed that occasionally during the last couple of days the assets loaded a bit slowly, causing icons and various other things to take a while to look right. It is possible you saw some glitchy stuff if that happened... not sure though.

    I think it was probably that, the scroll bar on that pane didn't load and therefore it was really wide and had a scroll bar for the entire page instead.

  • Site Changes and Feedback

    • Vilham
    • September 27, 2017 at 12:54 AM

    Front page now has a scroll bar, its all fucked up.

  • What I'm Working On

    • Vilham
    • August 31, 2017 at 11:03 PM

    Honestly, looks very noisy and overly detailed at player level.

    Can't comment on the layout as I haven't played it, but material wise, it looks noisy. Guess it depends on the team skins you pick.

  • WIP in WIP, post your level screenshots!

    • Vilham
    • August 30, 2017 at 10:32 AM
    Quote from Klems

    22 hours ago, Klems said: I made things


    Here is a recreation of the introduction of Star Trek: The Next Generation in a pixel shader. Probably the nerdiest thing I've made in a while. This was for a Shadertoy "shader adventure" contest. I got 8th place.

    [Blocked Image: https://i.imgur.com/ULy5lXE.jpg]

    Here is another shader https://www.shadertoy.com/view/Xd2Bzw Swirly psychedelic fractal stuff. Nothing too fancy. The code fit in less than 280 chars, which was the theme of the contest. The things people can do with 280 char is surprising, you should take a look here https://www.shadertoy.com/events/competition2017


    I also made a EP2 map a while ago for a RTSL contest and got second place, the theme of the contest was to incorporate the toxic green goo from HL2 in a map. The gameplay can be a bit frustrating but I had a good theme going on. It has emotions and explosive antlion poop. The mod has many great maps, you should try it. Download here http://www.runthinkshootlive.com/posts/toxicville/

    Here is the full walkthrough (on an older version of the map), you can take a look but don't spoil yourself if you intend to play it.

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    I'm gonna make two more EP2 maps in a month or so, stay tuned.

    Display More

    Klems thats really cool.

  • Mapcore Job Census

    • Vilham
    • August 21, 2017 at 5:58 PM
    Quote from Alf-Life

    On 20/08/2017 at 8:20 AM, Alf-Life said: Update: left The Coalition and started earlier this year at Respawn on the Star Wars project. :o :)

    Congrats.

  • Doom (4)

    • Vilham
    • August 15, 2017 at 11:00 AM
    Quote from [HP]

    12 hours ago, [HP] said: Yeap, to the point where I think it might actually be done on purpose. Juxtaposition in pacing is a thing if done well, when something goes from high octane to chill it's a good feeling. (Think village in Uncharted 2 after the train level) but it's really hard to pull off, specially if you do it repeatedly like Doom 4 does.

    In dooms case I dont think that is the intention, good pacing should never drop completely off a cliff every 10 minutes. It only drops off to allow for the exploration for upgrades. If you ignore the upgrades im sure the pacing is great. But the upgrades are a core part of the game.

    Don't get me wrong I love the game, but i wish they had replicated the pacing of Wolfenstein a little more.

  • Doom (4)

    • Vilham
    • August 14, 2017 at 6:18 PM
    Quote from Minos

    On 11/08/2017 at 10:36 PM, Minos said: this.

    The pacing in the game is pretty much perfect... I played it on hard and it was a really good challenge!

    Shit now I wanna play again too :P

    Can't agree about the pacing tbh.

    The combat pacing is great but the actual level pacing is very weak at times, as FMPONE says the foundry is a great example of this. The save points are all over the place and once you have cleared the area you just spend time running around this empty area. Too much exploring empty areas for bonus stuff which halts the pacing. You can go from 100 to 0 in 20 seconds and stay there for 10 minutes before its back to 100 again.

  • Mapcore Job Census

    • Vilham
    • July 18, 2017 at 3:54 PM

    Congrats bastion

  • Mapcore Job Census

    • Vilham
    • July 13, 2017 at 10:41 AM

    Say hi to Patrick Payne

  • Fortnite (new game by Epic Games)

    • Vilham
    • July 8, 2017 at 9:29 PM

    Better be good chris! ;)

  • What's going on with your life?

    • Vilham
    • July 4, 2017 at 5:43 PM

    Son of a

  • What's going on with your life?

    • Vilham
    • July 4, 2017 at 2:16 AM

    Whats the house price over there like?

  • What's going on with your life?

    • Vilham
    • June 20, 2017 at 11:46 PM

    Honestly at the beginning of my career I would take the job that makes my CV look as good as possible. It will give you more possibilities later in your career.

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