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Showing content with the highest reputation on 01/22/2018 in all areas

  1. Hi guys! I'm Alex from CD Projekt RED, Poland. We are currently developing Cyberpunk 2077 and we are looking for Level Designers and Gameplay Designers to join our studio in Krakow. Maybe somebody here is interested? You can find our positions here - http://en.cdprojektred.com/jobs/?job-location=cracow-poland , we've got more than that above - for example Lead Gameplay Programmer for our new project, don't miss the chance and let me know if you are interested here - aleksander.mieszczak@cdprojektred.com
    8 points
  2. -HP-

    The cost of games

    When you're new, at anything, if you've got half a brain you'd want to focus on learning and nothing else, you'll look at mentor(s) for guidance and usually you copy those who came before you. You absorve their techniques, their social skills, their tricks and you try and learn all the tribal knowledge that's not documented anywhere, it only comes with experience from working next to people on the same field. Consequently, if you join a industry where 12 hour days is somehow the norm, you already know what you're getting into so you'll adapt and try to abide by the "it is what it is", I'm sure we're all guilty of this in here, obviously this perpetuates the problem at hand and nothing will ever change. If this industry wants to solve the problem of exaggerated crunch time, it's not the new guys responsibility to fix it, it's those who've been at it for so long that should speak up from a position of power and remark that this isn't sustainable in long term, by talking with their managers and producers that they need to be doing their job and actually manage and produce. As for your second question, if you mean personal work, then I'd say design what you want to design. If your passion is into designing RPGs, but instead you focus on MP level design, you'll eventually land a job as MP level designer, so why not focus on designing RPG's instead then? I'm of the opinion that if you're REALLY good at something, there's always going to be an open position for you somewhere, as long as you're patient and flexible. MP games are all the rage these days, in 5 years ago it was mobile games, 5 years in the future who the fuck knows what it'll be. This is of course, just my opinion. If you were to ask me, what's the fastest way to get into the industry, then even though I think it's the bad approach i'd probably say look into what game teams usually need the most (like VFX artist) and avoid saturated positions.
    4 points
  3. RaVaGe

    RaVaGe's real life WIP

    fck fmpone
    2 points
  4. Hey guys, a week later and I just finished my latest piece, very happy with this one. Check it out! Some details: built and rendered in Modo, completed in a week, texturing is a mix of Substance Painter and native Modo work. Geometry is light weight, boolean'd a lot, making heavy use of the rounded edge shader. Artstation link w/ more images.
    2 points
  5. Hello MapCore Community, I am Producer for the new Ubisoft studio in Berlin and we are building a team to work on a Far Cry project. https://www.linkedin.com/in/mickaelgodard/ We have an excellent and very experienced core team and we are now looking for great talents to join us. As it is the beginning of the studio (just opened on the 2nd of January), we are looking for a bit of everything obviously, but I think some of you (Level Designer, Technical Level Design, Level/Environment Artist) can be interested in some of the job ads: http://bluebyte.com/en/studio/berlin Let me know if you have any question! Best Regards, Mickael
    1 point
  6. So this is my first attempt at making a map for CS:GO, looking for feedback any feedback especially on layout adjustments, I think I've got a pretty good grasp on the theme I'm going for at this point. Workshop Link More screenshots here.
    1 point
  7. As DJ Khaled would say, another one. No brakes on this train. More images on artstation
    1 point
  8. 'RZL

    RaVaGe's real life WIP

    It's great, really like the live updates to the 3D model and freedom of choice you get. Only two or three things stood out to me: The space between "Hide Option Cubes" and "Total" is too small (i.e. non-existent) and the display of dimensions in the summary isn't very sexy but I think that's one of the things that is still WIP. Also the Note underneath might be bit unfortunately worded. Maybe this is better: "Note: You may rotate the 3D furniture by holding down the left mouse button and dragging it around." While the site looks very clean and slick (which I like) I feel it has a bit too much dead space going on between the different segments, but I guess that's just how websites are built nowadays to be more mobile and tablet friendly. Anyway, great job overall!
    1 point
  9. dux

    The cost of games

    We (Unknown Worlds) started out with a tiny budget and ended up needing investment from Perfect World. We put everything we had into Subnautica and almost went bust several times. We started out with procedural generation for the world at the beginning but quickly realised this wouldn't work for the world we wanted to create (a finely crafted single player experience and random gen just didn't give us that. It was cool but nothing looked memorable or unique) So it took us 4.5 years but we accomplished what we wanted in the end. Then we get a negative review on steam from some user on 500 hours who whines there's no multiplayer and that "the devs are just lazy". We couldn't afford to do it basically (and a limited amount of programmers, struggled to find more with the abilities we required for quite a while) but no one seems to understand that. Every developer has millions to throw at games and employees apparently.
    1 point
  10. 'RZL

    RaVaGe's real life WIP

    The mail address got hidden, could you maybe share it again but with a space in between, would love to play around with it for a bit? Would love to play around with it
    1 point
  11. @Tisky Check out the map Bridges of Druzhina. That map is so great to play on (after a few times...).
    1 point
  12. 2d-chris

    The cost of games

    hehe, if we got paid what other people in the tech industry get on average, this chart would be off the scale. some wise words here for sure, doing things procedural no matter your area is certainly wise, if nothing else it's a blast to figure out, but everything has it's limits, just need to figure out the pros and cons. Whats interesting recently, is the biggest games are pretty limited in scope, which is actually smart in it's own right, especially as costs keep going up. I guess, what blows my mind, is how much gamers expect, for say, $30, in a bar, that's a couple of beers and a pizza, maybe 2-3 hours of entertainment, yet games are somewhat expected to last forever, for such value? I'm certainly not advocating we make games $200, but it always fascinates me. Maybe the real issue here is eating/drinking out is too damn expensive!
    1 point
  13. Hi All, I am very interested in collaborating with you on a challenge. The special challenge is being run by me and an individual and I have discussed the possibility of your becoming involved and he is very interested. He is currently writing the exact theme description and I will share it privately with you as soon as it has been completed so you can decide if that's something that interests you. If not, then somebody from MC can join my Discord server where we discuss potential themes etc.
    1 point
  14. Roald

    de_burg

    Yeaah some more spam. @Serialmapper I tried your settings with some darker ambient value. This is how the new concept of the layout look ingame Seperated CT / midle path New T -> mid entrance
    1 point
  15. Killing Floor: A7P8H-DW02L-ACYJG Killing Floor 2: C3DY9-X5Y5Y-QV7D4 Red Orchestra 2 Heroes of Stalingrad + Rising Storm: B8CW9-ALHQZ-6HGQC Saints Row 2: MTPC2-4FKX6-8LEJ6 Poker Night at the Inventory: IPP45-DLZ4K-2JE9M
    1 point
  16. It would be fun to team up with him for one of these events, cross Mapcore and RTSL, maybe throw in some nice prizes. Would also be fun to actually participate in one of these, as well.
    1 point
  17. Meet Your Contest Finalists... Mapcore's Mission: Mapcore contests earn mappers thousands of dollars, promote their work, and provide a well-deserved platform for their excellent levels. Teaming up with FACEIT, we've offered contestants the biggest mapping contest in Counter-Strike history! Thanks to FACEIT and to all participants. Your combined efforts are part of a long journey of growth and practice. At Mapcore, we intend to hold more contests and continue being a positive, engaging, helpful environment for all members seeking to improve and grow. What's Next? In one month, 4 of these 10 maps will be selected as Grand Finalists by our Mapcore Judges and Guest Experts! We look forward to seeing all of the community feedback, iteration, and improvements awaiting these brilliant maps. Rules: Click here to read full Contest rules. Reminder: Grand Finalist maps receive exciting prizes and will be officially featured on FACEIT. TOP 10 FINALISTS: *In Alphabetical Order Abbey by Lizard, thewhaleman https://steamcommunity.com/sharedfiles/filedetails/?id=1215935299 Apollo by Vaya, CrTech, Vorontsov, JSadones https://steamcommunity.com/sharedfiles/filedetails/?id=1206809088 Asylum by Libertines https://steamcommunity.com/sharedfiles/filedetails/?id=864761519 Biome by Jd40 https://steamcommunity.com/sharedfiles/filedetails/?id=1224923995 Berth by grapen https://steamcommunity.com/sharedfiles/filedetails/?id=1216945465 Kaizen by Andre Valera https://steamcommunity.com/sharedfiles/filedetails/?id=1216362919 Offtime by Squad http://steamcommunity.com/sharedfiles/filedetails/?id=1216276542&searchtext= Sirius by Exodus https://steamcommunity.com/sharedfiles/filedetails/?id=1217279476 Studio by ZelZStorm, TanookiSuit3, Hollandje https://steamcommunity.com/sharedfiles/filedetails/?id=1204635926 Tangerine by Harry Poster https://steamcommunity.com/sharedfiles/filedetails/?id=1202481627 CONGRATULATIONS, FINALISTS!
    1 point
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