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  3. Spherix

Posts by Spherix

  • Medior/Senior Level Designer, Fulltime, The Hague, Netherlands

    • Spherix
    • February 11, 2019 at 2:45 PM

    Hi everyone,

    At Paladin Studios we're looking for an experienced level designer to join our team in The Hague, Netherlands. You can either send me a PM for more information, or apply through our website: https://paladinstudios.com/jobs/

    Level Designer

    The game designer is responsible for creating high quality game content. They make sure that the game content and functionalities aligns with the vision for the project, that the game is easy to use, and most of all that the game is an awesome experience for the player.

    Outcomes

    • Great game experiences that invite players to embark on a remarkable and memorable journey.
    • Innovative levels that challenge and delight the player.
    • Excellent teamwork within a multidisciplinary team of artists, programmers and other designers.
    • Level designs that seamlessly weave the narrative, themes and mechanics of the game together to create a compelling and engaging gameplay experience.
    • Single levels from early concept to final product, in line with the production and design pipeline.
    • Sets of levels from early concept to final product, that create an intuitive difficulty flow throughout the entire game and that aligns with the player’s incremental mastery of the game.
    • Concise and clear documentation that communicates well and resonates with the game’s vision.
    • Active contribution to other facets of game design and game production.
    • Active contributions to the design team with feedback and other improvements.

    Role-based Competencies

    • Strong UX and level design skills.
    • A deep understanding of the technical and creative level design process.
    • Hands on experience with Unity or similar game engines.
    • Excellent communication skills, and the ability to work well in a team
    • Creativity, foresight and imagination to flesh out a game’s content in its whole.
    • Ability to “step into the player’s shoes” and a strong focus on the User Experience.
    • Ability to deliver high quality work within allocated timelines.

    Qualifications

    • A strong passion for making and playing games.
    • 5+ years of game design experience, with experience in level design.
    • Experience as a level designer on multiple shipped products.
    • Excellent verbal and writing skills.
    • Outstanding presentation and communication skills.
    • Read, write and talk excellent English.
    • Able to work 40 hours per week at our office in The Hague
    • Understanding of Dutch is a plus
  • CSGO Mafia Minigame Map

    • Spherix
    • October 18, 2017 at 7:47 AM

    Ahh that's what I was afraid of. This works cause your camera setup is fixed, correct? I used to work on gamemodes like control points, king of the hill, etc. And some of them required new ways of communicating score. Sadly, tying a giant UI panel to all players isn't an option when actively playing haha.


    Nice job regardless!

  • CSGO Mafia Minigame Map

    • Spherix
    • October 17, 2017 at 10:01 AM

    Great to see new game modes with Vscript :) How did you manage that UI to show up? Not being able to customize UI was the main reason I dropped my custom game mode projects.

  • ITT: Post maps/scenes that never saw the light of the day.

    • Spherix
    • July 30, 2017 at 12:38 PM

    I always enjoyed making weird shit but rarely released anything. Sadly CS:GO never really supported mods properly, hence I abandonned mapping altogether.

    [Blocked Image: http://i.imgur.com/kKOd2wX.jpg]

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    The Gridlock map from Gears of War, including fully functional control point modes that balanced next spawn locations of the CP and player spawnpoints based on various scores;

    [Blocked Image: http://i.imgur.com/F6sxkpZ.jpg]

    Same for team fortress maps

    [Blocked Image: http://i.imgur.com/nqp9H3e.jpg]

    or other weird shit

    [Blocked Image: http://i.imgur.com/muej2rW.jpg]

    some ports from Medal of Honor allied assault:

    [Blocked Image: http://i.imgur.com/B7MbgPM.jpg]

    [Blocked Image: http://i.imgur.com/X2sAGma.jpg]

    [Blocked Image: http://i.imgur.com/hAejUFX.jpg]

    Quote from VIOLATION

    On 6/19/2017 at 11:07 PM, VIOLATION said: Can add two more to my list of interesting ideas I had but nowhere to go with them

    Hanoi/dense Asian city:

    [Blocked Image: https://i.imgur.com/vXnYXaf.png]

    I think we may have been to the same spot:

    [Blocked Image: https://scontent-amt2-1.cdninstagram.com/t51.2885-15/e3…242911806_n.jpg]

  • What I'm Working On

    • Spherix
    • February 8, 2017 at 9:35 AM
    Quote from FMPONE

    13 hours ago, FMPONE said: brb guys, adding an underground water section! JK :)

    If you have any ideas on how to make the map more strange, feel free

    You should contact NIPPER.

  • Lots of openings at ForceFieldVR - Amsterdam, NL

    • Spherix
    • September 28, 2016 at 11:52 AM

    We are still expanding rapidly as we've got multiple VR/AR projects going on. Reach out to me if you have any questions!

    Updated list http://forcefieldvr.com/jobs :

    • Office Manager
    • Internships
    • QA Tester
    • Senior QA Tester
    • Game Producer
    • Senior Game Producer
    • UI Artist
    • Storyboard Graphic Artist
    • Lead Programmer
    • Senior Environment Artist
    • VFX/CG Generalist
    • Senior Game Designer
    • Lead Game Designer
    • (Senior) Game Programmer
    • Technical/FX Artist
    • 3D Artist
    • Senior 3D Artist
    • Lead Artist
  • Lots of openings at ForceFieldVR - Amsterdam, NL

    • Spherix
    • June 2, 2016 at 12:05 PM

    We're still looking for a whole bunch of people over at Force Field VR (Amsterdam, NL). Aside from the jobs below we're always welcoming internship applications. Feel free to reach out to me if you have any questions!

    VFX/CG Generalisthttp://forcefieldvr.com/jobs#32Senior Game Designerhttp://forcefieldvr.com/jobs#31Lead Game Designerhttp://forcefieldvr.com/jobs#30Game Design Directorhttp://forcefieldvr.com/jobs#29(Senior) Engine Programmerhttp://forcefieldvr.com/jobs#27(Senior) Game Programmerhttp://forcefieldvr.com/jobs#28(Senior) Network Programmerhttp://forcefieldvr.com/jobs#26Technical/FX Artisthttp://forcefieldvr.com/jobs#253D Artisthttp://forcefieldvr.com/jobs#24Senior 3D Artisthttp://forcefieldvr.com/jobs#23Lead Artisthttp://forcefieldvr.com/jobs#22

  • Found Logical on valve hammer editor !

    • Spherix
    • July 26, 2015 at 10:37 AM

    Using Vscript for complex logic in CSGO is still the way to go though..

  • [CSGO] Using custom models in .kv file

    • Spherix
    • July 12, 2015 at 11:34 AM

    "de_dust2_winter"
    {
    "name" "de_dust2_winter"
    "minplayers" "10"
    "maxplayers" "32"
    "extraspectators" "2"
    "t_arms" "models/weapons/t_arms_balkan.mdl"
    "ct_arms" "models/weapons/ct_arms_sas.mdl"
    "t_models"
    {
    "tm_phoenix_variant_aa" ""
    "tm_phoenix_variant_aa" ""
    "tm_phoenix_variant_aa" ""
    "tm_phoenix_variant_aa" ""
    "tm_phoenix_variant_aa" ""
    }
    "ct_models"
    {
    "ctm_sas_variante" ""
    "ctm_sas_variante" ""
    "ctm_sas_variante" ""
    "ctm_sas_variante" ""
    "ctm_sas_variante" ""
    }
    }

  • [CSGO] Using custom models in .kv file

    • Spherix
    • July 8, 2015 at 8:25 PM

    For my dust2 winter remake I simply used ""tm_phoenix_variant_aa" to make sure the game would grab the right model.


    The tm_phoenix_ prefix also determines which radio voices are going to be used. If you start putting custom names in there, radio commands wont work.

  • [CSGO] Crash

    • Spherix
    • June 21, 2015 at 8:53 PM
    Quote from Shandy445

    I like those maps

    Go play cod >_>

  • Guerrilla Games is looking for a game/level design intern

    • Spherix
    • June 4, 2015 at 2:52 PM

    I don't work there, but I figured this position might be interested for a lot of you here.

    http://www.guerrilla-games.com/jobs/job/game/…=22&&job_id=106

  • Recruiting for making best map ever

    • Spherix
    • March 26, 2015 at 12:11 PM

    It's not that hard to import this sketchup model into Source2 though..


    https://3dwarehouse.sketchup.com/model.html?id=…68f5132993ebded


    You can also visit it in Second Life for inspiration.

  • [csgo] cs_cruise

    • Spherix
    • March 21, 2015 at 2:46 PM

    Guess I could write a slot machine in vscript that spits out guns if you want

  • CS:GO Workshop: Weapon Finishes

    • Spherix
    • March 5, 2015 at 12:46 PM

    After 1000's of notifications on my dust2 winter reskin coming from russians that spammed crappy gun skins, I thought I'd make my own crappy gun skin


    Yes, that's how they look in-game :>

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/7107791981…E15FED2156B2F6/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/7107791981…97F3E65ED7D736/]


    https://steamcommunity.com/sharedfiles/fi…s/?id=402862267

  • [CS:GO] [WIP] de_cafe

    • Spherix
    • February 16, 2015 at 11:31 AM
    Quote from NotBum

    Hay Guys, Just a quick question if this has ever happened to anyone else as I haven't found anything online about it. I am trying to add windows and molding to the side of some of the buildings and I am having a peculiar issue. They are obviously all func_details and I can't pinpoint what exactly is causing the issue. When I have a large amount of func_details flanking a large object with a small number of visleafs, parts of the map will become invisible when inside a set of visleafs. If no one knows immediately what the issue could be, I can take some screenshots and upload them to demonstrate the issue.


    Thanks

    Are you using areaportals and/or are you compiling on Fast?

  • [CS:GO] [WIP] de_cafe

    • Spherix
    • February 11, 2015 at 8:01 PM

    So much for OP's topic.

  • [CS:GO] Southern France

    • Spherix
    • February 11, 2015 at 10:48 AM

    I haven't completely stopped, but it moved to a lower priority for sure. I'd like the map to be something I can truly be proud of once it's published, so I am taking it slow. Getting sidetracked by other projects and the need for a new job doesn't really help either.


    I do try to put in an hour or two per week at the moment, mainly focusing on studying reference architecture though. Don't expect anything before June tbh

  • [CS:GO] de_highlands (WIP)

    • Spherix
    • February 5, 2015 at 9:47 AM

    Post moar!


    what's a london cab doing in scotland?

  • [CS:GO]de_zoo

    • Spherix
    • February 4, 2015 at 8:09 AM

    Those directional signs look awfully huge in comparison to the tiny pole they're attached too, a bit flimsy perhaps.


    For reference from my local zoo:


    [Blocked Image: http://www.mijksenaar.com/upload/nieuwsberichten/artis_wegwijzer_2.jpg]

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