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  3. selmitto

Posts by selmitto

  • WIP in WIP, post your level screenshots!

    • selmitto
    • March 24, 2012 at 8:51 PM

    I agree with the skybox vs. lighting thing /\

    other than that, you could try to add some color variation to those buildings. there is too much brown on the first image

  • WIP in WIP, post your level screenshots!

    • selmitto
    • March 21, 2012 at 1:20 PM

    omg such great environments!

    I loved how insta's env feel even with dev textures. The shadow projection on the left side of those images is neat!

    The level here in mapcore is too damn high.

  • Server move complete

    • selmitto
    • March 20, 2012 at 12:40 PM

    Quick Reply? I can't see it...

    Really fast transition, Thrik!

    Cheers for the #mapcore irc channel!

  • Diablo 3

    • selmitto
    • March 17, 2012 at 1:03 AM

    Hahahah!

    Check this out, guys: http://www.sorryformay15.com/

  • Are you man enough?

    • selmitto
    • March 16, 2012 at 5:27 PM
    Quote from arhurt

    Hey guys, just wanted to let you know that i'm already home under my sister's care Everything went very smoothly with the operation. I managed to count to two before blacking out.

    Gonna be a few days of laying back doing nothing until I'm up and about. The tests to determine the nature and stage of the cancer aren't for a few days, so I have nothing to worry about for a few days

    That's great news!

    I hope you have a very happy and relaxing playtime during your rest

  • Diablo 3

    • selmitto
    • March 15, 2012 at 1:33 PM

  • Are you man enough?

    • selmitto
    • March 14, 2012 at 1:02 AM

    good luck, man!

    balls of steel, indeed!

  • Double Fine x 4

    • selmitto
    • March 13, 2012 at 12:39 PM

    they did!

  • Double Fine x 4

    • selmitto
    • March 12, 2012 at 10:39 AM

    just tim schafer

  • WIP in WIP, post your level screenshots!

    • selmitto
    • March 12, 2012 at 12:26 AM
    Quote from RedYager

    I wonder how many people have made that pool? My attempt from last year. [Blocked Image: http://media.moddb.com/images/members/1/91/90735/2011-08-15_00027.jpg]

    Isn't that pool too steep?

    I can imagine someone falling there and being stuck forevah

  • Dear Esther Getting Commercial Release

    • selmitto
    • March 8, 2012 at 9:03 PM

    http://gamasutra.com/view/news/164938/G ... honors.php

    Fuck yeah! congratz, Rob and team!!

    Quote

    Here's the full list of the 2012 IGF Award Winners:Excellence in Visual Art:

    Dear Esther (thechineseroom)

    Best Student Game:

    Way (Carnegie Mellon University, Entertainment Technology Center)


    Technical Excellence:

    Antichamber (Alexander Bruce)


    Excellence in Design:

    Spelunky (Mossmouth)


    Best Mobile Game:

    Beat Sneak Bandit (Simogo)


    Excellence in Audio:

    Botanicula (Amanita Design)


    Audience Award:

    Frozen Synapse (Mode 7 Games)


    Microsoft XBLA Award

    Super T.I.M.E. Force (Capy)


    Nuovo Award:

    Storyteller (Daniel Benmergui)


    Seumas McNally Grand Prize

    Fez (Polytron)

    Display More
  • Are you man enough?

    • selmitto
    • March 5, 2012 at 3:43 AM

    awww... best of luck to you, man!

    you are doing just right by treating this case with such a humor! show this thing who's the man. you are!

    we sometimes may get a little "oh noes, I won't do that" when we are about to examine our body. but man, this shit is serious. we can't play with it (or can we? if you now what I mean ...).

    thanks for sharing this. I thank you because this remembered me that I have to do an exam. not on the balls, though.

    keep us informed, with not that much details

  • What's the plan for MapCore this year?

    • selmitto
    • March 5, 2012 at 3:31 AM

    where do I sign?

    I'm kinda new here but MapCore has everything a man needs: great talented people, awesome works, funny people, and lots of women to appreciate.

  • Pirates of New Horizons

    • selmitto
    • March 3, 2012 at 1:28 AM

    Featured! http://video.unity3d.com/video/4626582/ ... w-horizons

    I think I played the first beta, dunno. Min0 shared the beta call out some years ago.

    It's good to see that the game evolved so much. Keep up the great work!

  • Al Anselmo - Game Designer and Level Designer

    • selmitto
    • March 1, 2012 at 2:20 AM

    Hey tofu,

    Thanks a lot for the great and detailed feedback!

    [guys, sorry for the long post, but I need your feedbacks and I'd like to ask some questions in the end of it]

    How could I improve my portfolio presentation?

    Main Page:

    • I separated the projects according to my main attribution.

    Is it better and more organized?GetSalt:

    • This is my best game to this moment. The GDD is indeed complete. I didn't make the game public yet because after graduating, my team and I decided to extend its development to try to commercialize the game. So, we decided to "hide" it untill everything we planned later becomes complete.

      GetSalt is listed under "

    Design Docs" because I planned to show the entire GDD. I'm sure that would be really strong for my portfolio. But, as I mentioned, as we extended the development, I minimized the GDD content to show only the document structure/ Table of Contents - which is something important to have a feel of how I structure the information, right?

    I added a brief description (About) of the game, but I'll only feature GetSalt in the main page after releasing it - which is sad. I want all of MapCore to play it! All those precious feedbacks...! Homens de Negócios:

    • I agree with you that I should change the main image for one that shows the playtesting. Way more attractive, indeed!
      About the rules, at first I thought to include all of the Rule document, but maybe that's not really necessary to understand how the game works to be fun. Maybe a small section/ description should be fine? I'll work on it later, thanks!

    Design Docs:

    • I included Diablo to let visitors know that I'm currently active in its Beta Test, but I'll remove it and bring it back when the Beta is over and my documents/ links to forum threads are stabilized.

    Innsmouth:

    • I agree with your suggestions. I removed some of the screenshots to emphasize the level design part and I may add some of those level design illustrations that are in the .PDF, pointing the player direction. This is something valuable and was missing.

      That said, Innsmouth was one of my lovely graduate projects. As much as I can say that I learned a lot from that, today, being way more experienced, I can detect some flaws and things that I would easily do a lot better. So, that does not reflect my current knowledge and experience.

    QUESTIONS:

    - Do you think I should maintain the project in the portfolio? What do you guys think about that? Is it interesting and worthy presentation-wise? How all of you approach to this kind of situation (where a project in your portfolio seems outdated to your experience).


    I'm thinking if it's best to invest some time fixing those and translating parts of the documentation to update the portfolio, or if would be better to invest my time getting more experienced in Level Design with my current projects (Portal 2 mapping, for example) and substitute Innsmouth for them.

    Thank you again for the feedback, and thanks for reading everything haha

  • Dear Esther Getting Commercial Release

    • selmitto
    • February 25, 2012 at 4:37 PM

    I had to dedicate it a blog post:

    http://blog.anselmo.gd/?p=566

  • Dear Esther Getting Commercial Release

    • selmitto
    • February 25, 2012 at 2:49 AM

    I can't remember when it was te last time I experienced something so incredibly beautiful and inspiring. This is definitely one of the most wonderful "games" ever.

    I have to say that I don't pay too much attention for narratives (I should give it another try), but the art and environment were perfect. I got really attracted since the main menu screen where players see the shore in motion, to the end of the game.

    The slow walking speed gave me a bit of frustration early in the game. Sometimes I got confused of where I should go, specially on a section of the shore

    Quote

    where we see a kind of passage blocked by some rocks, to the right

    . I tried to go there because I thought that path continued my moving flow and because there was a wind blowing in that direction.

    The game description made clear that Dear Esther is not gameplay-focused. It's really interesting to notice that even in a medium where there were no interaction and gameplay - not a game, in a sense -, I got a LOT of wow moments. This was caused by the magistral art combined with the well executed sound design. Every place was wonderful, but the caves were... the most beautiful place ever. I took some screenshots to use as a personal wallpaper to look at it and get some inspiration.

    Quote

    The car accident mixed with underwater "memories" was really well thought out

    . The lighting work is incredible and creates some really deep atmosphere!

    Quote

    Apparently, I missed the ghosts and couldn't get into the boat, despite the dialog tell something about an entrance.

    I have to play it more. Thank you for providing such a great experience. I'd love to see more experiments like this one.

  • Dear Esther Getting Commercial Release

    • selmitto
    • February 14, 2012 at 1:41 PM

    5 hours to go.

    http://prntscr.com/64oec

    I'll buy it when I get home! Yayz!

  • Dear Esther Getting Commercial Release

    • selmitto
    • February 14, 2012 at 11:45 AM

    shut up and take my money!

  • Double Fine x 4

    • selmitto
    • February 9, 2012 at 11:50 PM

    This is amazing!

    Now let's see this becoming a trend.

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