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  3. SuperDuperYeah

Posts by SuperDuperYeah

  • Looking for people that are aspiring to work in the game industry

    • SuperDuperYeah
    • July 15, 2015 at 10:51 PM

    Hey thur ! Level Designer for sure . Just graduated from the Art Institute of Vancouver and looking to kick some asses (literally... I'm joking... literally).

    Been making my portfolio, website, resume all nice and clean. There's a link down there to my web thing. Haven't posted it yet in the portfolio section yet (my favourite forum section) because there's some stuff I need to tweak.

    http://antoineladouceurld.weebly.com/

    Whatever you are doing Sprony... it's going to be cool.

  • New Gears Of War

    • SuperDuperYeah
    • June 16, 2015 at 4:00 AM

    Sooooo... what did you guys think {Gears 4} ? Went to have lunch downtown Vancouver. Was pretty fun to hear dev conversation in the street about it.

  • So hi, I'm Bastion.

    • SuperDuperYeah
    • May 29, 2015 at 6:54 PM

    Hello new disciple...


    Wait.. was that awkward ?

  • The random model thread!

    • SuperDuperYeah
    • May 26, 2015 at 7:38 AM
    Quote from AlexM

    Definitely. I'm also going to fix the other 5 massive ugly issues in that image such as the light bleed on top, the dark spot on the bottom and the shadow softness issues.


    ...When I get back from Japan

    Youuu lucky B...

  • Please share my Kickstarter project!

    • SuperDuperYeah
    • May 25, 2015 at 8:16 PM

    Wow this looks suuuuper cool ! Beautiful pics men.

    Though... I've never heard about "ulule". Is there a reason why you chose that over IndieGogo or Kickstarter ?

  • The random model thread!

    • SuperDuperYeah
    • May 25, 2015 at 7:18 AM

    Hey men !

    There's a small wall border at the bottom on the left photo. Are going to add it ? (eagle eye type stuff right here).

  • 0

    • SuperDuperYeah
    • May 25, 2015 at 7:09 AM

    Hey men ! Welcome to Mapcore.

    So first thing, you've got a typo in your welcome paragraph "and I wish create something amazing".

    I would totally remove the welcome page and just make me land straight up on your work. The less clicking I do the better it is. So in your case I clicked on your link (1 click), it's a welcome page... I clicked on the portfolio page (2 clicks), there's a games list and I click on a game (3 clicks). I'm done reading the description and I click "back" (4 clicks) and so on. Also maybe you shouldn't say "click on the picture or the link to go to the corresponding project". I wouldn't say anything in that case because it's pretty much common knowledge.

    In the best scenario, I click on your link and all the information I need is right in my face and I just scroll down the page to see if I'm interested or not.

    In your games' description there's very little for me to understand about your design intentions. For example, in your description for the "World of Cards", you say at some point "Then I combined those with the basic pre-scripted movement modules, which created a more dynamic and interesting gameplay experience". You never explained why this made more interesting and dynamic gameplay.

    I think you have too many categories in your games' description. Usually the things people are looking for is some kind of essence statement about what the core experience of your game is, your design intentions and what you did on the project. And try to keep it concise. Comments like "The entire process of learning the editor and creating something that was satisfying... Which is surprisingly low now that I look back at it" don't sound very professional to me. Keep those things for your resume where you can say, in your skills, "fast learner".

    The whole point of an online portfolio is to allow recruiters, hiring managers, whoever is in charge of hiring people to "get in and get out". Go straight to the point : "this level was designed in order to make the Player feel vulnerable and want to hide" then "this is how I made sure that that mindset was respected" you know... something like that.

    Also... no videos. You need videos with text describing your gameplay and your design intentions. It's always better if you can show your design in action and why it supposed to work in a certain way.

    On the about me section, I would shy away from titles like "the story of my life...". I read the title and went "oh god this is going to be long" and I skipped reading it. Then I went back to it and read it just to give you more feedback. In this section, I would try to give more insights about what kind of games you like to make as opposed to who you are in general. I think this sentence could be reworked "At IGAD I've learned how to deal with 60+ work hours a week, tight deadlines...". Again you don't say how. Did you learn how to time manage and organize your tasks using a software of some kind or something else ? You could phrase like "I've effectively learned how to time manage by prioritizing tasks and blabla".

    Your title says Game & Level Designer. In the case you are applying for a level design position, I think the person that has "Level Designer" (and has equal quality work to you) would have more chances of actually being hired. People on the other end might go "yep we want a passionate level designer ! The other applicant seems to not really know what he wants". And it's also quite important at junior level too. "Game and level designer" for a senior person with 5+ years and shipped games... why the hell not (it still doesn't sound as punchy as just Level or Game designer). Also make sure that you specify that you are junior (I'm working on my portfolio too and that's one thing that I need to change (thanks for reminding me haha)).

    In your contacts, I don't think I would give my phone number. I would have it in a resume but not in my contacts. And also make sure you have a resume.

    I thought I would just write a couple lines... welp. I'm usually the guy hanging around this area of the forum. So yeah... hope that was helpful to you ! Can't wait to see how this pans out.

    Cheeerss !!

  • What do you think about the new look?

    • SuperDuperYeah
    • May 22, 2015 at 7:32 PM

    IT'S SEXEH. Me like it a lotttt.

  • What have you watched recently?

    • SuperDuperYeah
    • May 16, 2015 at 7:06 AM
    Quote from PaulH

    I watched Ex Machina, was pretty awesome


    Mennn I'm so busy right now (been quiet more than ever on the forumz) and I'm like... do I waste 2ish hours on a movie or get 2 hours of work done.... grrr. Is it entirely worth it ? Am I missing something by not seeing it on the big screen ?

  • What have you watched recently?

    • SuperDuperYeah
    • May 15, 2015 at 7:59 PM
    Quote from SpronyvanJohnson

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


    I needed some time to process what I've just witnessed. I was very skeptical about this movie. But having Miller behind it with Hardy and Theron in the lead, it showed some promise. However, since the first trailer, which I must seen have a dozen times, I was sold. I was hyped. Usually, a movie can't meet those kind of expectations. Fury Road blew those expectations out of the water. This is Miller's magnum opus. A labor of love, crafted into perfection. The story is simple, dialog is almost none existent and still everything is told visually. The devil is in the details. With brilliant simplicity the movie manages to motivate ever character without the need to spell it out for you. You just get it. You understand these people and where they come from and what drives them. The world itself is completely mad. But however crazy it gets, nothing feels out of place. The action is spectacular and non stop. But unlike, say Transformers, it's not deafening and tiresome. It's well crafted and real with the minimal use of CGI. It's believable no matter how crazy it gets. But most of all, it's perfectly captured. You see what's going on it all it's glory. These 2 hours flew by and left me thirsty for more. It's one of the best action movies I have ever seen and I've seen a lot. It's also rare to see a movie put so well together. I can't remember the last time a movie made it into my top 5. But Max, welcome back!


    So would you say that... I would get what's happening even though I haven't watched the old one. Is there like... subtle things that I would miss ?

  • What have you watched recently?

    • SuperDuperYeah
    • May 14, 2015 at 6:28 AM

    Mennnn I just started to get into X-files. I was a baby when they started so... It's pretty awesome. I was looking for something a little like that after finishing Twin Peaks season 1 and 2. Still haven't watched "Fire Walk With Me". Anybody watched that movie ?

  • What music have you listened to recently?

    • SuperDuperYeah
    • May 12, 2015 at 10:20 PM

    For me these days it's all about old school hip hop for some reason *diggydi check yo self before yo wreck yoself* (always makes me giggle).


    https://soundcloud.com/sammysenior/fu…ool-hip-hop-mix

  • What's going on with your life?

    • SuperDuperYeah
    • April 3, 2015 at 6:48 PM
    Quote from AlexM

    So I decided to start waking up between 4 and 5am every day and do all the chores and studying I try to do after work, before work. The result is I actually get it done because I often feel sleepy and procrastinate on days when I try to do chores and study after work. My Japanese is finally starting to not suck.


    I also hike 6km to work early and try to leave at 5pm every day with an extra 30 min break to read. I really like the environment at work so I don't mind staying longer and doing my reading and studying there. I still work 8 hours but I break it up more with activities and lunch. Plus they have free coffee and food.


    Anyways I just hit 4 weeks of keeping it up. I feel way better already. The best part is when I get home from work, since I already have all my chores done, I can play video games without feeling as guilty that I have to do life stuff. It's a lot easier to enjoy gaming when you know you dont have a bunch of adult responsibilities you still haven't performed. I've been playing more video games lately than I have in the last 5-6 years.


    I do worry about keeping it up though. I've managed to have burst phases in the past where I do good for a week or so but then degrade into a more procrastination prone style of living. The fact I've managed to keep it up for 4 weeks is promising. I hope I can keep it going.


    Anyways another great thing about getting up so early and going to work early is seeing the sunrise on the bridge every day. Here's how it looked today.


    [Blocked Image: http://40.media.tumblr.com/bb46f6346515e0a9188b12b32acdbd9c/tumblr_nlvoia5Pqr1rc9vrqo1_1280.jpg]

    Display More


    Geez that post just made me want to reorganize my life a little bit. I'll try but... I'll try lol.

  • [UT3] Deathmatch Shenanigans (DM_NeoParis ?)

    • SuperDuperYeah
    • April 2, 2015 at 4:12 AM
    Quote from 2d-chris

    Get it into the new UT, and slap it on the forums for feedback


    Haha alright ! Will do.

  • [UT3] Deathmatch Shenanigans (DM_NeoParis ?)

    • SuperDuperYeah
    • April 2, 2015 at 4:05 AM
    Quote from 2d-chris

    Is this for UT4 or UT3? If it's still for UDK I'd recommend converting it, or rebuilding it for the new game if you want feedback. From what I can see it's pretty neat, but the proof is in the pudding and actually playing it. The new game supports bots already so it's easy to get a feel for your map when it's in early days.


    It's for UT3 and it's weird because I'm actually more comfortable with UE4. The link at the top is a UDK map that I packaged with bots (didn't want people to go "aww... I don't have the latest version of UDK crapp... need to download it"). It's a small .exe. I started wanting to do stuff for UT4, so I built the VS solution (at the time), went in the game, took the flack cannon, started to shoot and I just crashed. So I decided to wait a little haha. Guess I should migrate that map to UT4 now that everything seems honky dory. But still, just for common design check it should do the trick for now, I guess ?

  • [UT3] Deathmatch Shenanigans (DM_NeoParis ?)

    • SuperDuperYeah
    • April 2, 2015 at 12:18 AM

    Ohhh hello !


    Been seeing all of these new "arena shooters" popping here and there and thought mmm... why not go back in UDK and make a little thing (made before UT4 was sort of stable). I did the layout quite fast and I fiddle with it for a bit. I'm at the point where I'm like "alright, let's do some arts". But before going in there, it would be kind of cool to get some fresh eyes on dis. Especially fresh eyes that have been playing that kind of arena shooters game.


    It's a super small map (compared to what is generally done for UT). Tried to make it punchy and give enough place for players to move and dodge. I was sort of going for fast gameplay.


    Designed for : 4 to 8 players (8 is pretty chaotic if you're in that kind of thing).


    Later on for arts, I thought of giving this a Remember Me look which is why I'm probably going to name it NeoParis in the end (DM_NeoParis). The map is named CityScape_06 in the UDK game thing where you select the maps.


    Let me know what you think ! The download link is below.


    https://www.dropbox.com/s/0kfrlr35zmdh…oparis.zip?dl=0


    [Blocked Image: http://s7.postimg.org/jg1uqz1rf/dm_neoparis_01.jpg]


    [Blocked Image: http://s27.postimg.org/y598atcv7/dm_neoparis_02.jpg]


    [Blocked Image: http://s13.postimg.org/iidnn0m2v/dm_neoparis_03.jpg]


    [Blocked Image: http://s14.postimg.org/sb9hshdtd/dm_neoparis_04.jpg]

  • ULTRAFLOW

    • SuperDuperYeah
    • April 1, 2015 at 7:13 AM

    I got it and maaaaaannn that little bouncing ball. When you have no rebounds and you need to nail it fffffu. But when you get it you're like "HMMMMM FUG YEAH".


    Great job with the minimal aesthetic and the parallax effect in the menu (I'm just curious, is that an Iphone feature that you can just add to your game or it's a thing you programmed in it ?).


    At some point though, and on some super hard levels, I just started not thinking about it too much and just decided to spam shoot the little ball until it magically got that very very precise rebound. Was luck a part of the design of the game or did you design it thinking the player will always try to skillfully think of a way to make a rebound ?

  • Jeremy Hauck - Portfolio

    • SuperDuperYeah
    • March 31, 2015 at 12:24 AM

    Hey men !


    Just a few things that came up in ma mind when I went through your website. I like the way you divided your work in tabs in the top menu bar. I feel like the "my work" section should somehow follow the same pattern of having separate areas. The thing is that I looked at the tabs, hovered over them and went to click on your images instead. I wanted to go straight to the projects that seemed interesting based on the images. Sometimes I would click on something where you were a game designer or a level designer and yeah... I think it lacks a little bit of consistency. Don't trust people, thinking they will probably click the links in the top menu bar if they want to see what you did in a specific field. It's more attractive to click cool looking images.


    Little idea, a short demo reel combining projects you did so I can get a general idea of who you are. If I want more in depth info on a project you did I can click the little images.


    Hope that helped a little

  • What are you playing now?

    • SuperDuperYeah
    • March 24, 2015 at 6:39 AM

    Been playing... "drum roll" absolutelyyy nooothing. Been so busy making a little thing in UE4. Oh wait... can I actually say that I'm playing UE4 lol ? It's pretty fucking fun as a "build whatever you want game" kind of ? No (alright I get it...).

  • Silent Hills

    • SuperDuperYeah
    • March 23, 2015 at 2:39 AM

    Yeah I really realllyyy hope that this thing with Kojima won't affect the game's delivery.

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