Posts by Radu
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Hey, welcome to Mapcore!
I had a look over your portfolio. I like that it's clean and easy to read. You did a good job with that!
I have to ask, to what companies have you applied over these 2 years? How far did you get in the recruitment process? Did you manage to do any tests? And what feedback did you get if any?
The level blockouts are cool, but they're easy to dismiss because of that. Most of them look like the very first version with limited consideration for metrics or art. The only exception to this appears to be the Chorus and Bank level. You did a much better job at maintaining consistent metrics and working with modular assets. However, the art pass and lighting are not exactly that ideal. As much as level designing is about blocking out stuff and quickly testing ideas, you should also ask yourself how the artists are going to translate some of your elements into functional assets and also keep consistency.
If you aren't targeting a specific company and are instead casting a wider net, then you have another issue. All of your levels are designed for old linear single player games. And while there are studios specifically doing that, there's far more opportunities in multiplayer and open world games. That's just the current situation in the industry. Most games have adopted some form of open world design and feature a fully fledged or limited pvp multiplayer.
My number one advice to anyone applying for a junior level design position today: get a multiplayer level and some sort of open world location. And they don't have to be complicated, but at least take them through the development process, from blockout to release. Get player feedback and incorporate it.
And I know that there is a lack of SDKs being released for new games, but there are a still a few that do and have a shit ton of assets. Have a look at the CSGO SDK and Far Cry 5 Arcade editor.
I don't know what else to tell you. Don't be discouraged! Sooner or later you're gonna land a job, but consider what I mentioned above. I'm convinced it would increase your chances. Also, starting in QA/QC is always an option. Just keep at it and good luck!
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It's Jakey time
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External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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Speaking of Among Us
[Blocked Image: https://cdn.gamer-network.net/2020/articles/…pia_IMAGE_2.png]
"Among Us drives record Discord installs. Discord's daily downloads worldwide have reached around 800,000"
https://www.gamesindustry.biz/articles/2020-…iscord-installs
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"Polish video game developer CD Projekt Red told employees on Monday that six-day work weeks will be mandatory leading up to the November release of the highly anticipated Cyberpunk 2077, reneging on an earlier promise to not force overtime on the project."
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I can't tell if you're trolling everyone or not @Soldat Du Christ but I had fun playing it last night. It's a cool wacky map to have a laugh over as some people have pointed out. Is it viable for competitive? Not really. But there are some interesting ideas for sure. The main issue is that you don't understand how the game plays and why the existing maps are designed the way they are. Every game and mode, not just for cs, has its specific elements and requires a certain design. That's what makes them unique. Once you get the hang of the game and its quirks you can begin to experiment with breaking some rules, but you need to understand what rules you are breaking for that to work.
I hope you'll dig through the feedback and improve on some things. Even if it doesn't end up as a viable competitive map, it can stand on its own as a casual fun map. Good luck!
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I had a 30-40 hours return to it about 2 years ago. It's still as fun, especially the versus game mode. But it could do with an overhaul, like a proper L4D3.
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IT'S OUT YOU CAN RIDE THE HARVESTER
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[Blocked Image: https://i.imgur.com/rATjGDM.jpg]
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Quote from dux
3 hours ago, dux said: I'm gonna get hated on, but I'm just gonna come out and say it. It looks like a unity asset flip game. What happened after Serious sam 1 and 2? Those games had great art direction.
You're not wrong, but seeing as they're a fairly small studio which probably doesn't attract much foreign talent, they probably found a balance between something that looks presentable, their abilities and the development budget. The art direction was most likely lost in transition to Serious Sam 3 when they "modernized" the game and went for a more realistic aesthetic.
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Maybe I'll just rename this to Radu's thread
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"Microsoft Corp. said Monday it plans to acquire ZeniMax Media Inc., owner of the storied video-game publisher Bethesda Softworks, for $7.5 billion, its biggest video game purchase ever.
Bethesda is the publisher of games like The Elder Scrolls, Doom and Fallout and also has at least two games slated for debut next year. ZeniMax, based in Rockville, Maryland, also owns several other studios across the globe, giving Microsoft’s Xbox business a much-needed infusion of titles and game developers."
https://www.bloomberg.com/amp/news/artic…n-to-boost-xbox
"Today is a special day, as we welcome some of the most accomplished studios in the games industry to Xbox. We are thrilled to announce Microsoft has entered into an agreement to acquire ZeniMax Media, parent company of Bethesda Softworks."