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  3. dkm

Posts by dkm

  • Call of Juarez: Gunslinger

    • dkm
    • September 6, 2012 at 9:50 PM

    Wooo sweet! Back to the wild west!

  • The Dark Knight Rises

    • dkm
    • July 29, 2012 at 9:17 PM

    Agreed. Thought it was 'meh' too and not really well put together in comparison to the previous. I think he bit more than he could chew on this one and explored too many themes without ever going deep enough..

    Not a bad movie, but not great

  • Crysis 3

    • dkm
    • July 26, 2012 at 2:54 PM

    And the gameplay video: http://%7Boption%7D

    External Content www.youtube.com
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  • Jurassic Park: The Game (aka Who Should Be Fired?)

    • dkm
    • July 24, 2012 at 10:00 PM

    Haha, that review almost made me buy the game

  • Radical Entertainment - Being Closed

    • dkm
    • June 29, 2012 at 8:45 AM

    Man that sucks. Closing a 20+ years studio for those BS reasons

    Weren't they over 100 employees? That's a lot of devs on the streets of Vancouver...

  • Tomb Raider

    • dkm
    • June 2, 2012 at 10:02 PM
    Quote from cincinnati

    looks good and all...really good, actually...but for me, tomb raider was all about the atmosphere of isolation.so, kind of sad to see it become an action movie, if it wasn't headed that way already.

    still, cool trailer.

    Totally agree. Yeah sure, it looks nice, but Tomb Raider was all about exploration and I'm mostly seeing action. I'm not gonna judge before seeing more but I'm a little scared by the unchartedness of that trailer

  • Black Mesa Source

    • dkm
    • May 9, 2012 at 7:05 PM

    Interesting read! Waiting anxiously for part 2

  • UDK One-Texture Environment

    • dkm
    • March 30, 2012 at 10:57 PM
    Quote from PhilipK

    Followed this a bit over at polycount and I'm really glad that this kind of optimization mindset is promoted. It's an impressive scene and no doubt good use of texture memory there. It's kind of a fresh breeze among all the "2048x2048 normal, diffuse, spec" trashcan props out there.

    The funny thing is that Tor works with me at Machinegames where we use idtech5 and an almost infinite amount of textures

    Cool scene though!

  • Quantic Dream's latest thing: Kara

    • dkm
    • March 10, 2012 at 4:32 PM

    I agree with knj there. Sure, you can see it as pretentious, or pedant or whatever, but there aren't _that_ many games trying new things to push immersion or players emotions.

    The key word being trying, but that's good enough for me

  • Syndicate

    • dkm
    • February 18, 2012 at 11:39 AM

    No, I'm good, I 'jumped ship' to Machinegames last spring.

    The worst part in the whole thing is the timing. The project was painful enough as it is, they could at least have waited a week or so to let people enjoy the release... [Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif]

  • Syndicate

    • dkm
    • February 18, 2012 at 2:43 AM

    http://www.gamasutra.com/view/news/4038 ... elease.php

    Just want to say a quick word for all the people from Starbreeze being laid off at the moment, less than a week before the release of the game. That sucks big fat monkey balls

    Especially since a lot of the people affected are people who busted their ass to release that damn game. Not sure if a lot of them are hanging around here, but anyway, hope everyone will bounce back soon enough... :/

  • The Last of Us

    • dkm
    • February 16, 2012 at 9:14 AM

    Game Informer has a long coverage of it: http://www.gameinformer.com/p/lastofus.aspx

    There are a couple of videos where the ND guys go through story, intended gameplay, audio, etc...

    I like where they're trying to go, just hope they deliver but then again, if anyone can do it, it's probably them

  • GameTrailers - Level

    • dkm
    • November 26, 2011 at 6:40 PM

    Man...that Uncharted train sequence sure was insane...

  • Thibault Courbet - Environment Artist / Level Designer

    • dkm
    • October 27, 2011 at 12:15 AM
    Quote

    "Welcome".

    Thanks, beerpants

    Quote

    And now you are working on syndicate.I'm a little bit jealous. Very nice work !

    My only critic is on the thumbnails, on the main page you have huge banner for the game, and on pages the screenshot's thumbnails are very tiny, I think making them larger could be cool.

    Eheh, don't be jealous, it sure wasn't as glamorous as it sounds...

    You're completely right about the thumbnails, they were bothering me too but I got lazy and took the easy way out. Will improve them!

    Quote

    Il loved Obscur 1 & 2, i was glad to make my internship this year at Hydravision

    Nice It was a cool place to work at.

    Guess there can't be that many people left from when I used to work there!

  • Thibault Courbet - Environment Artist / Level Designer

    • dkm
    • October 25, 2011 at 11:21 PM

    Hey!

    Sooo, I've been lurking for quite a long time and finally registered a couple of years ago.

    I've now started to remake my portfolio and thought it would be a good time to get some feedbacks

    I'm not looking for a job right now and I'm not in a hurry to finish it.

    I'm also conscious that there are a few things missing that I've planned to address in the near (?) future. Like focusing a bit more on the Level Design part with maybe a walkthrough/2d map/process of one of my levels and maybe some in-game videos.

    It doesn't work super duper well in firefox and on mobiles yet

    Anyway, just let me know what you guys think!

    http://%7boption%7d

    [Blocked Image: http://thibcour.free.fr/content/img/screens/zport01.jpg]

    [Blocked Image: http://thibcour.free.fr/content/img/screens/zport02.jpg]

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