Looking real good capone! At a quick first glance, one thing I'd say is off is the green grime between the sidewalk and the main building? There's not really any vegetation or anything to warrant it. I'd opt for something more brownish dirt and such. Would be cool to see some of your texture maps!
Posts by deceiver
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We're gonna try talking to him first before going that route though, because the money he's paying is pretty good and it'd be pretty enjoyable work to do if it weren't for his endless changes. We threatened to quit at one point because we had made a whole ship for him then he said he wasn't happy with it and wanted to scrap it (a whole weekend wasted), but when we said we'd quit he freaked out and said, okay I'll pay for it even if I don't take it in the end. I'm guessing we have to do that one more time =P.
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Nice! It makes for some nice bathroom reading hehe.
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Quote from twiz
Much of engineering work is so technical that it is completely impossible for a non-engineer/physicist to have any clue whatsoever what is going on or what is involved. Seemingly small changes or details can have enormous repercussions (or none whatsoever!), and unless you understand the problem and process, its easy to leave out one of these details or assume a small change is no big deal. I'd imagine it's the same way with game production... Management decides to make a change, which they think is no big deal, but in reality they basically just told you to start ALL over again. Its frustrating, and the second iteration is always of inferior quality to the first. The passion and interest is gone, you just want to get it done.
Ugh, I'm getting that right now with a client for one of my freelance gigs. He doesn't really understand the process of building a model and keeps asking for changes upon changes upon changes. Sometimes those changes affect another part of the model, then I end up having to changed that, or he asks for a change, then changes his mind, etc. So frustrating. Never worked with someone as picky or difficult as that =0.
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It's still a family wagon to me =P.
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Wow, congratulations man!
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Episode 3 pls =(.
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Quote from Furyo
This Lara Croft game (notice it's not called Tomb Raider) has of Lara Croft only the name. It's an obvious business savvy decision to limit the risks on this attempt at exploring XBLA and PSN on the part of Square Enix (Crystal Dynamics was bought a few years back). It could easily be a brand new IP with a new character, and I expect they very much used this game to explore new design ideas for a brand new IP they might be revealing in a while.As a game, (I played the demo) it is a very solid action adventure title, quite a AAA one for the target platform and at a relative low price for its production values.
Could be Eidos Montreal's 3rd AAA project? Stephane D'Astous was down at Crystal Dynamics a few weeks ago and they are looking for lead talent with MP/co-op experience.
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I know right =(. Wouldn't you be a senior though? Most of the companies are hiring lots of seniors atm.
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Here are some of the posts I had come across:
- Electronic Arts Montreal is looking for a highly motivated individual with outstanding communication skills and a proven ability to achieve superior quality in the AAA shooter space.
- EA Montreal is seeking an Animation Director for an exciting new AAA 3rd Person Action IP!
- One of our most popular military first person shooter franchises is seeking a Lead Designer to join either our Montreal or LA team.
- EA Montreal is looking for a talented, motivated Technical Artist for one of our most popular franchises.
- EA Montreal is currently looking for Senior Level Designers who will be working under the direction of the Lead Level Designer for an exciting new AAA 3rd Person Action IP!
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Some kind of AAA military FPS from what I saw from the job postings in the last months?
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The news came up in one of our newspapers today (for those who can read french): http://lapresseaffaires.cyberpresse.ca/ ... ntreal.php
No layoffs or anything, so that's good. I guess they were really happy with Montreal's work on the Dead Space Extraction port for PS3!
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Looks good to me! Thumbnails are big enough to not need to look at them fullsize unless you really want to, so that's cool. My one little niggle for your whole site so far though is that you don't write it anywhere except in your resume that you're a Level Designer/Environment Artist. Looking at your site the first time and at the screenshots you posted, I wasn't sure what kind of position you were looking for. You should maybe write what was your position for each game as well? Unless that falls into updating the rest of the site after layout approval =P.
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If you ever find the time, writing up a post-mortem on Zero Gear could be great and beneficial for many I'm sure! Given that you're selling the game on Steam though, can't you decide when to have it as a weekend deal and recoup your losses a bit with massive sales from a low low price?
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Expect lots of slowwwww-mooooo!
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Downloading now!
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Wow, this looks great, can't wait to use it!
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nice! Congrats e-freak!
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Thanks for the tips mino, I'm having trouble with baking vertex color to AO in max though, couldn't find how to do it and it seems that in hardware map display, vertex colors don't display or am I doing something wrong? Would need a bit of a crash course in vertex coloring in max hehe.