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Posts by DamDam

  • [WIP] ARIZONA - Source files available

    • DamDam
    • September 15, 2017 at 10:44 AM

    Thanks for the map, I'll download it and finish it.

    Can u also share your scottish map as well ? ($$)

  • Richard Malinar env art portfolio, need feedback :)

    • DamDam
    • October 9, 2013 at 4:35 PM

    Are you interested by Arkane Lyon ?

  • Arkane Studios - Level Artist - Lyon, France

    • DamDam
    • July 3, 2013 at 5:41 PM

    Arkane Studios (creator of the game Dishonored) currently have an AAA unannounced title in development. We are looking for a Level Artist to join our team in Lyon, France.


    [Blocked Image: http://emploi.afjv.com/img/logo/_arkane_studios.gif]


    ARKANE STUDIOS WEBSITE


    LINK TO APPLICATION


    LEVEL ARTIST/ARCHITECT


    The Level Artist/Architect works closely with the Level Designers to design and create the levels on the artistic side.


    Responsibilities include:

    · Collaborate with his paired Level Designer to build a level

    · Propose ideas and visual references for game locations

    · Work out the details and concept modular systems of architecture for levels

    · Assemble his level with the textures and 3D models provided by the Environment Artists

    · Produce 3D environmental assets if needed

    · Light the final levels in the game editor

    · Optimize the final levels for performance

    · Work with the Level Designers to make gameplay and 3D space function harmoniously

    · Work with the Lead Level Artist/Architect and the Art director to ensure artistic unity with the entire project


    Qualifications :

    - Good observation skills, technically minded and strong graphical culture (photography, cinema and painting).

    - Good architectural knowledge.

    - Ability to translate 2D designs into a 3D playable level.

    - Traditional art training, you know how to draw and understand colour.

    - You're passionate about video games and have an excellent understanding of spacial constraints for a game balanced between gameplay, esthetic and performance.

    - Relevant experience with FPS game engines is preferred , mod experience accepted as well.

    - Good English communication skills (verbal and written).

    - Strong knowledge of Photoshop and Maya.

  • De_ruins

    • DamDam
    • June 3, 2013 at 5:07 PM

    Very huge work on this map. Congrats.

    I just done a few walktroughs on it, and my first impression (gameplay side) is about the path which is a bit complex.

    If this is confirmed with playtests, maybe can you delete or simplify some parts ?

    About the lighting, I also think that the sun could be a bit brighter.

  • [CS:GO] cs_minimetzel

    • DamDam
    • June 2, 2013 at 10:58 AM

    Nice to see a map with an uncommon concept.

    I noticed you maybe have a cubemap issue on your map.

    Take a look to the screenshot to see what I mean.

    (FYI, I took the latest version on the workshop)

    On the same screenshot, you can see there is a missing face on the wall (on the left) and the ladder is floating.

    It looks weird to me to don't have snow everywhere on the ground. (cf metal platform)

  • [CS:GO] de_convention

    • DamDam
    • May 30, 2013 at 12:18 PM

    Nice visual improvement.

    It might be cool to have new posters (with a funny theme ?) related to the convention.

  • de_abbottabad (wip)

    • DamDam
    • May 23, 2013 at 9:23 AM

    If you want to do a map by night, there are a lot of useful settings on these pages :

    https://developer.valvesoftware.com/wiki/Left_4_Dead_Sky_List

    https://developer.valvesoftware.com/wiki/Left_4_Dead_2_Sky_List

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