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  3. selmitto

Posts by selmitto

  • Grasp (indie game)

    • selmitto
    • September 3, 2013 at 9:59 PM

    http://www.indiedb.com/games/grasp/ne…rection-colours

    Quote

    While participating in the biggest local game jam last weekend (SPJAM) with many amazing and awesome people, I took the opportunity to do a few playtest sessions of the first level implemented with the game developers around.


    For you to have an idea of how important are the outlines of the environment and how much they can influence (for good or bad) your perception during puzzle solving, here's a small iteration I did after quietly observing (one of the hardest and most important things to do, seriously) the playtesters:


    [Blocked Image: http://media.indiedb.com/images/articles/1/138/137219/auto/OiUR8Ks.jpg]


    The details highlighted by the red circles were inducing the playtesters to think they were placing an object on the correct position, when in the end, that was incorrect. Yeah, smooth! Perception is key (but balanced details and great puzzle design are obviously necessary, so that's why I'm fixing that lol). I might have also made some silhouette darker. Can you see it...?


    After the playtests and feedback collected, I took another look into the colours to try and achieve a more pleasant and interesting atmosphere:


    [Blocked Image: http://media.indiedb.com/images/articles/1/138/137219/auto/NBDR1iS.jpg]


    I made the game a lot more vibrant! I aim to achieve a more fun and interesting look.


    What do you think? What version do you like the most? ...and why? Is it excessively vibrant? Is it deliciously vibrant? Is the cake a lie?


    (New levels are currently in development, by the way)


    Thank you!

    Anselmo

    Display More
  • Grasp (indie game)

    • selmitto
    • September 3, 2013 at 9:56 PM

    Grasp is officially being released on March 14th!

    Learn more and get ready at anselmo.gd/grasp


    ----------------------------------------------


    (Original post below:)

    As some of you might've noticed, I've been developing a game during the last months and lots of progress have been made. I recently created a page on IndieDB to concentrate the development progress and get some attention (hence that nifty button on my signature!)

    Quote

    Grasp is a game where your visual perception is challenged. Start a journey through vast lands in search for The Lost Shapes. Find the shapes by combining elements of the environment in interesting and smart ways! Your perception may change. Not always what you see is what you had seen before.


    Play the game: http://www.anselmo.gd/grasp


    It's a 2D puzzle game being developed in the Unity game engine.

    I'm responsible for everything in the game, but my main concerns are with the game and level design.

    If you have any feedback, as always, they are more than welcome and encouraged! Feel free to post on this thread or on the IndieDB page itself.

    There's a level fully implemented and I'm moving on to the next ones. I might ask for some playtesters soon.

    (I wan't sure of where I should post, so if there's a better section for this thread, feel free to move it. thx)

  • Rayman Legends

    • selmitto
    • September 3, 2013 at 6:05 PM

    Played the demo and wow, what a beautiful and fun game! Love the fluid movements and the humour. The level design is superb

  • Agency models/materials

    • selmitto
    • September 2, 2013 at 10:12 PM
    Quote from Rick_D

    Hey guys, now that agency is done, here is all the content used in it. Have fun, please credit.

    http://www.editpoly.net/AgencyContent.rar

    Awesome, thanks for sharing, Rick!


    You might wanna fix the link in your post, though:

    Code
    http://www.mapcore.org/topic/16501-agency-modelsmaterials/www.editpoly.net/AgencyContent.rar
  • CS_AGENCY

    • selmitto
    • September 2, 2013 at 8:03 PM

    Congrats guys! It was very fun to playtest it with y'all

  • Indiegame - Hammerwatch beta/demo

    • selmitto
    • September 2, 2013 at 6:42 PM

    Holy crap! Huge success! Congratulations to you and the team, man!

  • Post Your Pic Extravaganza

    • selmitto
    • September 2, 2013 at 6:14 PM

    ...so it turns out I may be a "very interview-friendly person". During the 48h of "SP Game Jam 2013" this weekend, I got interviewed by two of the major TV networks: Rede Globo and Band.


    Video:

    [Blocked Image: http://img96.imageshack.us/img96/7910/98da.png]


    dem photos:


    [Blocked Image: https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-ash3/1236275_655346891143285_48068056_n.jpg]

    [Blocked Image: https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn2/q74/s720x720/1238928_655707757773865_432949128_n.jpg]

    [Blocked Image: https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-ash4/q74/s720x720/3369_4680626312388_898102217_n.jpg]


    lmao

  • The random model thread!

    • selmitto
    • August 29, 2013 at 5:26 PM
    Quote from blackdog

    Sorry, not mine but it's fun


    [Blocked Image: https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/q71/s720x720/526524_10151649445146633_634201319_n.jpg]

    DeVito is so iconic! He should be an unlockable character in every game

  • GTA V

    • selmitto
    • August 29, 2013 at 5:14 PM

    was about to post that


    gimme gimme gimme gimme gimme gimme !

  • [UDK] Yet another post apoc scene...

    • selmitto
    • August 28, 2013 at 6:42 PM

    I once heard that [HP] stands for [Hacker Power]

  • This is.. Japan World Cup 3

    • selmitto
    • August 28, 2013 at 9:03 AM

    That world cup is one of the funniest shit I've ever seen, ty for sharing!


    I believe the last vid is south korean though

  • Ryse - A not-so-exclusive XBOX One title by Crytek

    • selmitto
    • August 24, 2013 at 5:13 PM

    pay to win?

  • Half-Life 3 videos

    • selmitto
    • August 24, 2013 at 4:43 PM

    HUEHUEHUEHUEHUEHUE


    I knew that deep into your hearts you guys still believed in the existence of HL3 lmao

  • Half-Life 3 videos

    • selmitto
    • August 23, 2013 at 11:07 PM

    Well, there are 3 videos of Half-Life's live action "Escape From City 17" released so far. That's what the title means


    They're well made, give them a watch!


    Indiegogo campaign for Part 3: http://www.indiegogo.com/projects/half-…-city-17-part-3


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  • GTA V

    • selmitto
    • August 23, 2013 at 8:10 PM

  • Al Anselmo - Game Designer and Level Designer

    • selmitto
    • August 23, 2013 at 3:38 AM
    Quote from Minos

    [gold]


    Thank you a lot Minos, I agree with you as well.

    I'm aware that I have to improve enormously and I punch myself on the face constantly for that. I'm starting to think that I should empty my online portfolio, because now it doesn't seem to add any value to me... I'm thinking about that as I write this.


    My professional goal is to definitely work with AAA games, with shooters being one of the genres of choice. I seriously cannot wait to create CSGO maps and a single player campaign on CryENGINE. The thing that gets me crazy is: my plan of developing the game Grasp was that this game would demonstrate my most recent skills. But, the time spent is already a lot more than I had intended. Unfortunately, Grasp's development is at a stage that if I decide to stop it and dive into the magic world of AAA, all those months spent would've been wasted, you know?

    I'm close to complete it. I need to finish Grasp to make all that time worthwhile.


    For future improvement: do you think I should remove the "Main competencies" section, as for what I understood that's not relevant until I get an interview?


    Thanks again for the always honest and kind words. It definitely helps

  • WIP in WIP, post your level screenshots!

    • selmitto
    • August 23, 2013 at 3:14 AM

    a few cobwebs on the ceiling could be good to the atmosphere too

  • Al Anselmo - Game Designer and Level Designer

    • selmitto
    • August 22, 2013 at 7:23 PM
    Quote from Puddy

    Okay, my main feedback is that your portfolio is very heavy on the text, analysis and thinking and thin on content. I'm assuming 99 out of 100 game studios prefer solid content (released maps, projects, mods) way more than text detailing your design process etc. If the content is good, it speaks for itself and they assume you know your stuff.


    Monaco QA: I'm assuming this was an unpaid position. Also, was it an actual "position" or did you simply have access to the game and submit feedback?

    GRASP: This could potentially lift your portfolio if the game shows promise (even though it's not released). However, you don't actually showcase anything about the game?

    Portal 2 Maps: Since these were made using PETI their Portfolio value decreases. You've got miles long articles about them, but how come one only has 87 subscribers? Why did it fall short? Are the maps the best they can be? You should really push your content in terms of quality.

    Silverhawk: Not very game-related imho.


    In the end, all this adds up to that the only real level design experience you showcase are two Portal maps made in PETI, which isn't a "true" editor. In my experience, "game designers" are rarely where they are because they could theorycraft ideas. They got there because they could deliever content (whether as artists or level designers) and ALSO were good with ideas and were allowed, at a later stage, to work more with shaping game ideas and mechanics.


    TLDR; you need more meat in your folio.

    Display More

    Thanks for the feedback, Puddy! Monaco: exactly, it was unpaid (they sent me the game and a t-shirt, but still).I made sure to talk to the game's producer and level designer and ask him how I could add to my portfolio in a way that wouldn't seem like I did more than in reality... so I stated that it was a "community contribution" as I helped them doing things that QAs usually do. I have helped many games, but with Monaco I got credited and as it's a very known game, I figured it could be a good idea to include it in my portfolio. Some context: when Monaco started its closed beta, the devs selected a few players to help them out testing and providing feedback. As the levels got tested and tweaked after the other beta players and I suggest improvements, Pocketwatch Games opened the beta and started to call that first group of playtesters as "Beta VIPs". One of the differences between us and the rest of the players was that we had early versions of the game and a private section on the forum, where devs discussed things that were to be implemented later for the other beta players. For our contribution, we Beta VIPs got credited in the game.~> Do you think it'd be better if I wrote "Unpaid position" or "Unpaid contribution" there to make things even clearer?  Grasp: I included it to show that I'm currently developing something. I'm investing all my time on this project because I too believe it'll lift my portfolio.~> The game is not yet released. Do you think it'd be a good idea to remove it and only put it back after it gets done or I had created a trailer?  Portal 2 Maps: I totally agree. One of the maps doesn't have as much access as the other maybe because it's a lot more experimental in terms of gameplay and I didn't share it as much as the first one.~> Hmm now I guess it'd be better if I removed Indirect Ctrl from the portfolio... ._. Silverhawk: yep, not game related at all. I developed that to train my programming skills only.~> ...but if it isn't adding any value, I could remove it as well. I believe the value and quality of works showcased matter a lot more than the quantity. Thoughts? Thanks again

  • Ouya console

    • selmitto
    • August 22, 2013 at 6:29 PM

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    wat

  • Sharing game screenshots and videos is 100% legal?

    • selmitto
    • August 20, 2013 at 10:28 PM

    This is going to be a great resource for reference, for sure

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