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Posts by Greg D'Alessandro

  • Music with Gameboy-esk Sounds?

    • Greg D'Alessandro
    • November 1, 2016 at 6:39 PM

    Anyone know of any songs that have gameboy-esk sounds in them? (But not chiptune, rap, or hip hop)Similar to these:

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    Thank you.

  • [Question] Indoor & Outdoor Lighting?

    • Greg D'Alessandro
    • August 19, 2016 at 3:50 AM

    Does anyone know of any great pdfs/ video demonstrations/ techniques/ threads of lighting a level that includes both indoor and outdoor areas? I'm working on a multiplayer level for UT4 that takes place at sunset. I'm trying to create a warm outdoor and cool indoor environment, but I'm struggling to separate the lighting for the outdoor and indoor areas. The skylight seems to affect all rooms (giving a reddish ambient light to all rooms) Thank you.

  • [Question] Negative Light

    • Greg D'Alessandro
    • August 18, 2016 at 3:20 AM

    Is this possible to do in UE4/UT4? ("negative" lights) Thank you.

    From [url='']http://docs.cryengine.com/display/SDKDOC…dDarkeningAreas[/url]

    Quote

    Quote Negative Lights and Darkening Areas

    In earlier revisions of CRYENGINE, lights had an option called "Negative Light". This system was removed in later revisions because a more solid implementation was introduced into the lighting system. The idea here is to add darker/lower luminance light to the scene rather that "sucking out" the color and luminance by using negative lighting. You can achieve better results now by using the Ambient Light option for your light. By using this option in conjunction with a dark Diffuse color, you can apply a "negative" light to your scene with much more precision and control. 3 Easy Steps: Add a Light entity. Select Ambient in the Options properties. Apply a Diffuse color of 2,2,2. Important note: If you use 0,0,0, you won't get the desired effect. You can also apply color to this negative light, not just pure black. This also mixes well with other lights placed on top in a positive light fashion, and negative lights also stack on top of each other for the blackest of blacks!

    And also From Shining the Light on Crysis 3 GDC pdf: [Blocked Image: http://i1226.photobucket.com/albums/ee416/Yourname942/NegativeLight2_zpsr11lxqv3.gif]

  • Workflows for Level Blockouts?

    • Greg D'Alessandro
    • June 16, 2016 at 3:42 PM

    Anyone know?


    Quote from Sentura

    15 hours ago, Sentura said: don't use unity for level design

    Also, why should you not use Unity for level design?

  • Workflows for Level Blockouts?

    • Greg D'Alessandro
    • June 15, 2016 at 6:34 PM

    I plan on becoming a level designer, and I want to learn and focus on Unreal Engine 4 and Unity. I also want to learn various workflows and standard practices that are used in the industry. But I don't know which way(s) to approach blocking out/prototyping levels for level design.

    I've heard people say to use 3d modeling apps like Maya or 3ds Max, and others say to use BSP in Unreal Engine 4. But I've also heard that BSP should be avoided. I also plan on making different types of levels/genres (in UE4/ Unity): Singleplayer, Multiplayer, FPS, Puzzle, Open World, etc. So I feel that there would be different workflows to consider for the different types of levels/genres.


    Questions:

    1) Is there a standard or widely used workflow for prototyping/blocking out levels in the industry? Does the process completely vary from company to company?


    2) How do you decide which workflow/process of prototyping/ blocking out the level to use for the project/level that you are working on? (Are you told how to go about doing it?)


    3) What process/workflow would you use for prototyping/blocking out different types of levels/genres?


    4) For Unity: Is ProBuilder worth using/learning? I want to learn workflows and standard practices that are used in the industry. (So if this is never used, then I don't want to use this tool)

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    Other threads of interest:

    https://www.epicgames.com/unrealtourname…-talk-about-BSP


    Thank you.

  • Tutoring Service?

    • Greg D'Alessandro
    • June 10, 2016 at 3:42 AM

    Thank you for the reply, I didn't even notice the Articles pane to the right.


    I consider myself a beginner at level design, and I have a hard time designing multiplayer layouts, and don't have much experience designing single player levels.

    1) I have Unreal Tournament installed, and I have tried creating levels for it, but part of the issue that I have is that I keep drawing a blank when trying to come up with a layout, and I keep fighting myself to commit to a layout. (I find myself reworking it and making no progress) 2) How would you go about creating different types of singleplayer levels for a portfolio? (Ie. would you create a level for different genres?: A FPS, a co-op level, open world, a puzzle game, survival horror, etc) 3a) I really want to learn more with Unreal Engine 4 and get really good with it. But for showcasing singleplayer levels, should I essentially create a small game? (game/level document, mechanics, scripting, art assets) to show that I understand how it all works together? Would it be in my best interest to do this for each level? (for a portfolio) I would like to focus less on multiplayer levels (CTF, TDM, etc) and more on singleplayer levels, at least to start with, but is that a bad thing? Is it bad to want to focus on a certain aspect? (singleplayer vs multiplayer) Do you have any choice (of what types of levels to work on) in the industry? Is it essential as a level designer to showcase (and learn) both? Thank you.

  • Tutoring Service?

    • Greg D'Alessandro
    • June 10, 2016 at 2:20 AM

    anyone know?

  • Tutoring Service?

    • Greg D'Alessandro
    • June 9, 2016 at 4:45 PM

    Does anyone know of any one-on-one tutoring services for level design? I'm looking for someone to help me through the areas where I struggle. I understand that there are many tutorials online, and that I will only improve with experience and practice, but I'm looking for someone to work with me through the process and areas where I struggle. Thank you.

  • Level Design Portfolio Requirements?

    • Greg D'Alessandro
    • April 26, 2016 at 5:42 PM

    I plan on becoming a level designer, but I am not sure what should be/ doesn’t need to be in my portfolio. I have several questions:1) Does anyone know what my portfolio needs/should be included?2) Is there a list of things that I must show?3) How far into the level design process do I need to showcase?4a) Do I need to create and show a level/game design document?4b) Do I need to show blockouts?4c) Do I need to show the post-blockout phase (actual art assets in the scene)4d) Do I need to show a playable level?4e) Do I need to show post-playtest changes?5a) For scripting AI or events: Should I just show screenshots of the code itself/ blueprints?5b) Is there a better way to show technical knowledge for level design?6a) Do I need to show that I know how to work with different engines? (Unity, Unreal Engine 4, Skyrim Creation Kit?)6b) How do I showcase this?6c) Do I need more than these 3? (Are there better options to showcase?)7) Does anyone know of any good examples of level design portfiolios that I should strive for? The only ones that I have seen are ones that have industry experience showcasing fully released games, so I don’t know what I can show without showcasing fully complete levels.Thank you. I really appreciate the help.

  • [Questions] Level Design roadblocks

    • Greg D'Alessandro
    • February 29, 2016 at 11:56 PM

    I am currently focused on improving at multiplayer level design, but I am going through several roadblocks:


    Questions:

    1. How do you design levels if you keep drawing a blank for the layout?

    2. How can you improve your designs if you keep thinking/drawing room by room?

    a. I keep ending up with room-corridor-room designs and/or weak designs

    3. I feel like I am going at it blindly (designing a level without fleshed out ideas for each room/ purpose of each part of the level)

    4. I’m struggling to concept multilevel levels, how do you improve on this?


    What I want to improve on:

    · Get past my “writer’s block” for concepting layouts

    · Better flow

    · Better interconnectivity of rooms

    · Get better at making multi-floor level designs


    Things to note:

    · I have read several pdfs:

    o An Architectural Approach to Level Design ( by Christopher W. Totten )

    o 29 Ways to Become a Better level Designer ( by Alex Galuzin )

    o Streamlined level Design ( by Alex Galuzin )

    o Ultimate Level Design Guide ( by Alex Galuzin )

    o Ken Hullett Dissertation ( by Ken Hullett )

    o Multiplayer Level Design ( by Thomas Buijtenweg )

    o Multiplayer Level Design Guide ( by Patrick Williams )

    · I know that I want to become a level designer for video games, and I am determined, but I am struggling with the above questions. Thank you.


    Links to examples of my level design/process so far:
    1) Multiplayer Level Design based on Molecule Design:
    http://i1226.photobucket.com/albums/ee416/Yourname942/LD Questions 1/IMG_20160229_092028995_zpstg2icyix.jpg

    2A) A Singleplayer section based on the lower left molecule:
    http://i1226.photobucket.com/albums/ee416/Yourname942/Mobile Uploads/IMG_20160229_091949678_zpseoxl0iqb.jpg?t=1456702466

    2B) A cleaner version of the layout:
    http://i1226.photobucket.com/albums/ee416/Yourname942/Mobile Uploads/IMG_20160229_092001693_zpsl6neychv.jpg

    3) Singleplayer FPS map, practicing a multiple floor layout:
    http://i1226.photobucket.com/albums/ee416/Yourname942/Mobile Uploads/IMG_20160229_111434097_zpswkkb76st.jpg

    4) A CTF layout with above/below ground rooms/corridors:
    http://i1226.photobucket.com/albums/ee416/Yourname942/Mobile Uploads/IMG_20160229_091919306_zpspvao9mo0.jpg?t=1456702466

    5) 2 different multiplayer maps:
    http://i1226.photobucket.com/albums/ee416/Yourname942/Mobile Uploads/IMG_20160229_091847143_zps0643zedw.jpg?t=1456702466

    6) A different approach: A list of room types for me to move around physically (rather than drawing, Blue is 1F, Black is 2F, Red is 3F):
    http://i1226.photobucket.com/albums/ee416/Yourname942/Mobile Uploads/IMG_20160229_092118056_zpswhro25zw.jpg?t=1456702466

    7) A basic layout of rooms:
    http://i1226.photobucket.com/albums/ee416/Yourname942/Mobile Uploads/IMG_20160225_135825917_zps9u4dy7xn.jpg?t=1456702466

    A different layout of rooms (but with 3 different levels (Blue is 1F, Black is 2F, Red is 3F):
    http://i1226.photobucket.com/albums/ee416/Yourname942/Mobile Uploads/IMG_20160225_135114677_zps41iy0vd2.jpg?t=1456702464

    Thank you.

  • [Question] In-Game Editor Level Design

    • Greg D'Alessandro
    • February 28, 2016 at 8:19 PM

    I have a few questions regarding In-game editors for level design:

    My goal: Building my portfolio:

    • publish multiplayer maps and get a solid player-base for my level design portfolio.
    • Include create breakdowns, descriptions, top-downs of maps, flow, and other info for developing my levels.

    My plan:

    • Initially focus and greatly improve on multiplayer level design, and try to create/publish popular (highly downloaded/played) maps for games/mods and try to get a solid playerbase. I would like to focus on Halo 5, but I don't know if I should focus on CS:GO instead.
    • Then I will practice singleplayer level design in several engines (UE4, Unity, Skyrim Creation Kit, Hammer, Source). [I am familiar with UE4 and Unity5, I consider myself at an Intermediate level for both]

    My Question:

    I've been told that modding and creating maps for existing games that have a lot of downloads will carry a lot of weight in a portfolio. But would using Halo 5's Forge be a waste of time for practicing level design and publishing maps? (since it is only an in-game editor) Right now I am focusing on multiplayer level design, and I feel that I can practice and improve my LD a lot in Halo 5's Forge. There is much more that you can do in it compared to previous Halo games, as it is been greatly improved/more capability. But would this be a waste of time? Should I focus on other games like CS:Go instead? (Even though I have never played that game, and I am also very experienced in competitive Halo multiplayer).

    https://www.halowaypoint.com/en-us/communit…ggest-forge-yet

    Halo 5 map community:

    http://www.forgehub.com/maps/


    Thank you.

  • Site Changes and Feedback

    • Greg D'Alessandro
    • February 23, 2016 at 12:50 PM
    Quote from MaanMan

    You can post a new thread now, Sprony clean this up plz.

    thank you.

  • [Question] Scripting - Level Design Portfolio

    • Greg D'Alessandro
    • February 23, 2016 at 12:50 PM

    How do you showcase scripting/coding ability in a level design portfolio? Thank you.

  • Site Changes and Feedback

    • Greg D'Alessandro
    • February 23, 2016 at 3:17 AM

    does anyone know how to post a new thread? I don't see the option to do so, I can only reply to posts. (I couldn't find any info on this) Thank you.

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