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  2. JZAcH

Posts by JZAcH

  • Archive of everything [UE4 SCENE]

    • JZAcH
    • November 22, 2018 at 8:42 PM

    Hey all,

    This scene is a reimagining of my friend Yuya Takeda's concept, the archive of everything part - 2 'https://www.artstation.com/artwork/VODxP'

    The concept was an inspiration to try 3d modeling and texturing on a bigger scale for me and not just sticking to relighting or speed design scenes.

    Assets were modeled exclusively in Modo and use rounded edge shader for almost everything. The substance suite drives the texturing process with additional help taken from photoshop.

    Check out more and better res pics here - https://www.artstation.com/artwork/xzYNAm

    Leave your comments and thoughts below.


    [Blocked Image: https://i.imgur.com/8kIdT8a.jpg]


    [Blocked Image: https://i.imgur.com/19xZRcA.jpg]


    [Blocked Image: https://i.imgur.com/gOEt605.jpg]

  • AAA Design Test (Game / Level )

    • JZAcH
    • October 14, 2017 at 7:35 PM

    @Beck Thanks for sharing mate :) . Hope soon others will follow :D

  • AAA Design Test (Game / Level )

    • JZAcH
    • October 11, 2017 at 9:38 PM
    Quote from blackdog

    10 minutes ago, blackdog said: Sharing is caring, thank you!

    what you mean “fucking up in the interview”? curious if is questions of game theory or other stuff. (Also you know what went wrong from feedback or deduction)

    @blackdog - I'll use a couple of example to what I meant by fucking up in the interview In one of my earlier interviews, the led asked me a general question related to one of the projects that I did. And rather than answering the truth about my design ideas, I tried to impress them on the spot by trying to make up answers that they wanted to hear, because I was scared if they would dismiss my ideas and my thinking. And eventually, it leads me to being clueless about the shit that I was doing. Later on, as I "grew wise", fuck ups happened when I was unwilling to accept what the studio's design idea when it came to valuating fun gameplay design was. These were minute things such as "we make shit procedural so we have 1 zillion replayability" and stuff like that so forth. So in short, arguing with a studio;s set design idea - will lead you to lose your job offer.

    So I guess those two examples should tell you enough. Be what you are and talk about what you know and know really well. Don't try to be something you are not, in short xD

  • AAA Design Test (Game / Level )

    • JZAcH
    • October 11, 2017 at 7:47 PM

    - Status: Offered Job

    Hey guys,

    So here I want to share with you a design test that landed me a AAA mid-senior designer job.

    Because of various reasons I cannot disclose the company for which I gave this test to. Even still, I believe this could help someone in the community land a place where they dream to be today or in the future.

    I feel like I want to share this because, a couple of years ago, I came across a random blog where a level designer (who is now a senior designer at machine games) shared his design tests, helped me prepare and land this AAA offer. He did not have to, but it helped me. Irrespective of if I'm in AAA or indie at the moment, I believe that something that brought me success, if shared, will help someone else, because of which I'm willing to share this test. If anyone would like to ask further questions, you can ask me personally in my email or discord (I'm Suicidal Carrot on Mapcore discord)


    So here is the question that was presented to me - https://www.dropbox.com/s/f0njmjm6iakta6g/Level design test- Question Paper.pdf?dl=0


    And here is my response to that - https://www.dropbox.com/s/7kkp76kmadr4hcw/Design Test (Game-Level) - Jeffy Zachariah.pdf?dl=0


    They specifically said that blockouts aren't necessary but I still went ahead and made them. After rough sketching, I go directly into blocking out to make sure if the proportions and scale are correct and then readjust my layout accordingly. If anyone is interested in the layout, here you can find them - https://www.dropbox.com/s/kabw2zdfxl6a…nTerra.rar?dl=0 - you need UE 4.16 to run this. ^^


    NOTE : The test time period was 10 Days


    Hope some of you may find this useful.


    Cheers

    JZ


    P.S - I've got other tests that I'm willing to share (not offered job but got till the interview and then fucked it up when talking with the design leads) if anyone is interested. Peace.

  • Deep Silver Dambuster Studios is hiring!

    • JZAcH
    • January 29, 2017 at 11:17 PM

    @PaulH sent you a PM.

  • Jeffy Zachariah - Level Designer

    • JZAcH
    • August 12, 2016 at 5:50 PM

    Thanks guys, appreciate the feedback :)

  • UE4 SCENE - Underground Substation - Alien Isolation inspired

    • JZAcH
    • July 31, 2016 at 4:30 PM
    Quote from Sprony

    On 7/29/2016 at 4:25 AM, Sprony said: I like this. Can people download the scene and walk around in it? I would love to take a look :)

    Hi Sprony..

    If you have the top down sci-fi assets with you I could provide the map (some fog sheets might be missing) .. all my personal stuff are done in 1 project where I have a collection of assets.. Its nearly 10 gigs :/

  • Jeffy Zachariah - Level Designer

    • JZAcH
    • July 27, 2016 at 11:09 AM

    Hey guys,

    To keep this short..

    This is my portfolio site. Comprises of most of the work that I've done as a level designer and lighting artist. Would like to know your feedback regarding the sites and works. All opinions and comments are welcomed with a happy heart <3 . Always looking to improve :)

    http://jeffzach20.wix.com/jzach

    Cheers guys

  • UE4 SCENE - Underground Substation - Alien Isolation inspired

    • JZAcH
    • July 27, 2016 at 11:05 AM

    Hey guys, The title pretty much says it. So here is a scene made with the Top Down Sci-Fi assets from the marketplace (from Manufactura K4) aiming to create a scene along the lines of Alien Isolation.

    Here are the results

    [Blocked Image: http://i.imgur.com/Jaw5OCG.png]

    [Blocked Image: http://i.imgur.com/r2kMysC.png]

  • Last of Us inspired Scene - Level Design Art ?

    • JZAcH
    • July 21, 2016 at 10:27 AM

    Hey you guys.

    I don't know if stuff like this can be posted here, coz this has nothing to do with level design for gameplay but instead its more of an art thing that me as a level designer likes to do most of the time; create scenes, compositions, etc.

    So its been a while since I did anything productive for myself. I went ahead and created a post-apocalyptic scene inspired from a Last of Us concept sketch. Being a level designer, I only had limited number or assets to work with, so I gave the scene my own treatment. I wanted to display the idea of a post-apocalyptic scenario where nature takes over and the dust of whatever has happened has settled down in the wake of a new day.

    P.S - I used some color grading for a cinematic feel. I'll post a couple of pics from the non-color graded version with this.

    The content I used for this scene are as follows : - Platformer Demo assets from Epic Games - Landscape Auto Material from VEA Games - Ivy Assets from SilverTm - Destructible Cars from Dries Deryckere - Modular Building set from Pure Polygons - and a couple of free assets from TurboSquid

    [Blocked Image: http://i.imgur.com/Xodwj6y.png]

    [Blocked Image: http://i.imgur.com/oEnol6F.png]

    [Blocked Image: http://i.imgur.com/9YH7lPJ.png]

    [Blocked Image: http://i.imgur.com/4zaD6co.png]

    [Blocked Image: http://i.imgur.com/h1NOgid.png]

    [Blocked Image: http://i.imgur.com/SFJI7iR.png]

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