This looks very action oriented and definitely appears to rid itself of the controls that RE was known for, having to remain still when using your weapons. I'm curious to see how that plays out in the single player most importantly. The multi-player looks really good, but it really doesn't have much if any of the feel that RE normally has; it really does look like a L4D variation. I hope the campaign at least holds true to the series...
Posts by Marvin.Star
-
-
-
-
Hey Curtis, great job on the revisions! The site feels much more focused and ready for your new content. I took a gander through all of it and I have just two things to point out that I noticed. First and most important is on your resume under Skills. It is good to show that you can do all the things that you are really good at but perhaps it would benefit you to elaborate on some of the skills; to make it sound more impressive. For example from my resume(out dated but none the less a good example):
QuoteQualifications• Proficient user of Maya, PhotoShop, Unreal Development Kit, Flash & ActionScript 3.0, Adobe Premier Pro, Adobe Encore, and Adobe Soundbooth.
• Excellent understanding of the development process and the tools used in planning and creating 3D and 2D spaces and game play elements.
• In depth experience in pre production for game design via visual digital and traditional art and written documentation.
• Wide range of skills allows for a greater understanding of the practical application of game concepts into assets and game play elements using both code and art.
• Outstanding communication skills heightened by experience gained through video game development team projects (3D and 2D).
Consider "Qualifications" to be the same as Skills this is how I prefer to list my skills. Be aware that the way you have done it is NOT wrong, but rather what I am suggesting is my own personal preference. Second, you named one of your galleries 'Miscellaneous Work'; this works but for some reason I think it might be an easier read if you just make it say something like 'Other Work'. That's just being really nit picky though. Otherwise great job on the revision and I look forward to your new environment pieces

-
I has want to play... but I do agree with scares.
-
Hey Curtis, I think the site could use a fair bit of reworking. When I first reach the page and take a look my attention is torn between viewing the content, the images of your work, and viewing your banner. The banner contrasts far too greatly with your portfolio, it was actually kind of painful and disorienting at first, I forced myself to read the banner and then continued to the content. The banner content itself is ok, assuming you really want to link your facebook ect(I wouldn't link anything but LinkedIn).
The content itself was a bit confusing, my first instinct was to scroll down the page to get and overview of the page and what I could look at. The problem with this is that I ended up in a section full of links to websites and I wasn't sure exactly why I was seeing this (I thought I was going to see game art or something similar). I would suggest that you create either a separate page or an expandable section for the website design; because they do show you have other skills but can distract from the core content very easily.
Next, I finally got to look at your work up top. My first thought is I would like to have access to the image galleries on the page. Perhaps you could make each link to a separate page for each project that displays all the images. Also, I would discourage the flash gallery because not everyone will be able to view these properly and they take longer to load. Anyways, after viewing the images for each project I realized that I wasn't sure what job you were trying to get; your content shows primarily environment art as far as I could tell but some of the Unreal Engine projects look like they are showing level design (the first project and the fourth project). If you don't intend to show game design then I suggest removing the pickups from the snow map unless you want to replace the meshes with your own; they distract from your work. So after viewing your work I had to refer back to the top banner to check and see what you said you do. "3d artist and designer", first I would fix this to read with capitals like so:'3D Artist and Designer', then I would increase the size of this text so that it is clearly more important than the blurb below it; I want to know what you do first before anything else. Finally, I realize I don't see where to contact you, I see facebook and all that but I don't see a Contact button or an email at all. What purpose does the home button serve?
So to recap I suggest you:
- Bring down the heavy contrast between the banner and the rest of the page.
Figure out what job you are applying for, I think it's 'Environment Artist', but I don't think your so sure yet.
Make sure your job title is very easy to find and read, it is more important than the blurb about this being your portfolio.
Revise content based on what you want to do, if it's Environment Art then don't show me the pickups, just show me something that looks really good.
When you've narrowed down the core content move everything else into a "Other Work" section.
If you plan to keep it one page then remove the home button.
Put CONTACT in the banner somewhere, also at the bottom of the page again might be a good idea. I don't know how to contact you.
Those are my suggestions, if you make any changes let me know. Also, here is a site that I think is a good example: http://www.lukasvandaele.net/index.html
- Bring down the heavy contrast between the banner and the rest of the page.
-
Looks like it will be a fun movie

P.S. LOL WHAT... silly screaming girl... honestly what about that trailer is scream worthy?
-
The BEST Humble Indie Bundle I've ever seen. Get it before it's gone!
-
Voted Todd. I don't own Skyrim yet but I respect it as being one of the best of this year easy.

-
Thanks for the responses guys! I really appreciate being able to hear from professionals how you tackle personal projects and how that might differ in a studio with a team. skysilcox thanks for the pics they helped to illustrate your process very well

If anyone else ever feels like sharing please do!
-
Here are a few in no particular order:
- Metro 2033
Dark Messiah Might and Magic
Day of Defeat Source
Assassins Creed
Half Life Series
Monkey Island Series
Lost Odyssey
Portal
Warcraft III: The Frozen Throne
Shogun Total War (both)
Dead Space
- Metro 2033
-
I would definitely like to get in on that challenge! It actually sounds like well.. a challenge

-
It looks good, I'll have to dl it when I get home later to check it out. From the screen shots I might say that your greens are probably a bit too saturated. But I'll have to play it to really see properly.
-
Pampers that looks so awesome! I actually want to play it when you get more done.... 
-
Thanks for your quick responses!
@ Tisky - Sounds similar to my work flow, what do you use to block out though?
@ Serenius - Thanks for your thoughts on SketchUp. I actually am fairly experienced in working in 3D software, mainly Maya, and I am very comfortable working in the UDK engine as well as Unity 3D. Although I tend to avoid using BSP and make very quick static meshes for block out purposes; because this is how I have worked I havn't missed negative space geometry much. Although I would be curious to hear any thoughts on my workflow, I'll describe it below.
@ insta - Appreciate the link! I am familiar with the website but not this article, I'll dig through it tonight.
Just to clarify, I am not completely new, actually I have built several projects using UDK a couple in teams and a few on my own. As I have been getting more and more serious about design I was curious about different work flows. So I'm a bit beyond basics but if you have suggestions as to any work flows / pipelines that have worked for you I would love to hear about them!
For example my typical work flow involves:
-The Idea / concept: I enjoy building up a good story behind my levels whether they are story driven or just a multiplayer smash up.
-After the idea I begin sketching up maps, very roughly until I find a shape that seems suitable(I tend not to iterate too much here) ** Somewhere around here is where I am thinking Google SketchUp might be useful?
-Next I create very simple assets from Maya, at this point it is key to only make the objects that will influence the gameplay.(no need to model a painting if it doesn't affect how the player moves or sees the area)
-Play Testing!
-Revise block out
-Test and revise until complete.
-Begin beautifying the level if desired.(if you don't have a team working on it already)
That is my typical work flow, any thoughts? What would you do differently? What is your work flow? I'm super excited to find out what different things people use and do in order to design quality maps efficiently :bananawrench:
-
Hello everyone,
I am new here so greetings to all of you! A little about me: I am a Game Development student at Durham College, Ontario, Canada, and my focus is in level design.
I was referred here by a Ubisoft recruiter who said that this is the place to be
At the moment I am contemplating my pipeline and what software I will be using to complete the projects I am planning for my portfolio. Your wisdom would be much appreciated!A couple questions:
Firstly I am curious, what is your workflow? Do you sketch out a map on graph paper and then use Maya to create a block out? Please elaborate as much as you like, the more the better.
Secondly I would appreciate any knowledge of the use of Google SketchUp in the design process. I have been told that level designers at some companies, such as Ubisoft, use Google SketchUp for 'white boxing'. I am a bit fuzzy on exactly what 'white boxing' is. I am thinking it is like a block out, but I am not sure. It was unclear whether or not these designers start on paper or in a 2D software, or if they use Google SketchUp as a drafting tool for top down mapping from start to finish. I would greatly appreciate any knowledge that may clarify the use of this software, and any example of a pipeline from map to engine if possible.
Thank you for your time and brainpower
