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Pericolos0 got a reaction from Squad in What have you purchased recently?
You'd probably like this: https://pi-hole.net/
I have a raspberry pi sitting next to my router, dilligently blocking all ads and tracking before they can even reach my pc or phone, its awesome! Makes browing fster too because the ads don't even get to load
also, to stay in the spirit of the thread: I bought a house!
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Pericolos0 got a reaction from Vaya in What have you purchased recently?
You'd probably like this: https://pi-hole.net/
I have a raspberry pi sitting next to my router, dilligently blocking all ads and tracking before they can even reach my pc or phone, its awesome! Makes browing fster too because the ads don't even get to load
also, to stay in the spirit of the thread: I bought a house!
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Pericolos0 got a reaction from Minos in What have you purchased recently?
You'd probably like this: https://pi-hole.net/
I have a raspberry pi sitting next to my router, dilligently blocking all ads and tracking before they can even reach my pc or phone, its awesome! Makes browing fster too because the ads don't even get to load
also, to stay in the spirit of the thread: I bought a house!
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Pericolos0 got a reaction from esspho in What have you purchased recently?
You'd probably like this: https://pi-hole.net/
I have a raspberry pi sitting next to my router, dilligently blocking all ads and tracking before they can even reach my pc or phone, its awesome! Makes browing fster too because the ads don't even get to load
also, to stay in the spirit of the thread: I bought a house!
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Pericolos0 got a reaction from MikeGon in Mapcore Job Census
congrats!! And welcome to the Seattle area ?
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Pericolos0 got a reaction from Squad in Overwatch
TBH, it's valid criticism and definitely stuff you should think about as a LD and env artist. Looking at it from the outside, some design decisions that were made on a fast evolving project can seem strange or non-obvious. Things you wouldn't do when working on something yourself or on your own time. Art wise, it may seem that doing a vista takes more time than doing a road, but under gameplay constraints a vista is much much easier because it fully blocks off the gameplay space and solves a lot of potential issues on a game that has characters that can fly or climb up walls.
Route66 did actually at some point make more sense layout wise, as the warehouse started out as a tunnel. with another open end at the final point. You can still see this in Nick Carver's concept art here:
This was the original end of the map, and I even had a vista blocked out for it, with a road going off into the distance. However, the map had gameplay problems and design felt the player spawn should be behind the capture point, so we changed that part. At this point we were close to the deadline so it wasn't possible to go back and change another part of the map to fix it up. Going back and changing something that is already art-finished is a big cost in game dev, especially if it potentially opens up a bunch of other issues that will then need more play testing. At this point, people already liked the map, and ultimately gameplay comes first so you can only do so much as an artist trying to make things make sense.
There's a story like this for pretty much every overwatch map
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Pericolos0 got a reaction from dux in Overwatch
TBH, it's valid criticism and definitely stuff you should think about as a LD and env artist. Looking at it from the outside, some design decisions that were made on a fast evolving project can seem strange or non-obvious. Things you wouldn't do when working on something yourself or on your own time. Art wise, it may seem that doing a vista takes more time than doing a road, but under gameplay constraints a vista is much much easier because it fully blocks off the gameplay space and solves a lot of potential issues on a game that has characters that can fly or climb up walls.
Route66 did actually at some point make more sense layout wise, as the warehouse started out as a tunnel. with another open end at the final point. You can still see this in Nick Carver's concept art here:
This was the original end of the map, and I even had a vista blocked out for it, with a road going off into the distance. However, the map had gameplay problems and design felt the player spawn should be behind the capture point, so we changed that part. At this point we were close to the deadline so it wasn't possible to go back and change another part of the map to fix it up. Going back and changing something that is already art-finished is a big cost in game dev, especially if it potentially opens up a bunch of other issues that will then need more play testing. At this point, people already liked the map, and ultimately gameplay comes first so you can only do so much as an artist trying to make things make sense.
There's a story like this for pretty much every overwatch map
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Pericolos0 got a reaction from dux in Overwatch
I think you figured out yourself why not more attention was spent on making the maps believable layout wise: it's not a critical flaw. So why spend time on it when you are working under a deadline and have plenty of other things to spend creative energy on?
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Pericolos0 got a reaction from Radu in Overwatch
TBH, it's valid criticism and definitely stuff you should think about as a LD and env artist. Looking at it from the outside, some design decisions that were made on a fast evolving project can seem strange or non-obvious. Things you wouldn't do when working on something yourself or on your own time. Art wise, it may seem that doing a vista takes more time than doing a road, but under gameplay constraints a vista is much much easier because it fully blocks off the gameplay space and solves a lot of potential issues on a game that has characters that can fly or climb up walls.
Route66 did actually at some point make more sense layout wise, as the warehouse started out as a tunnel. with another open end at the final point. You can still see this in Nick Carver's concept art here:
This was the original end of the map, and I even had a vista blocked out for it, with a road going off into the distance. However, the map had gameplay problems and design felt the player spawn should be behind the capture point, so we changed that part. At this point we were close to the deadline so it wasn't possible to go back and change another part of the map to fix it up. Going back and changing something that is already art-finished is a big cost in game dev, especially if it potentially opens up a bunch of other issues that will then need more play testing. At this point, people already liked the map, and ultimately gameplay comes first so you can only do so much as an artist trying to make things make sense.
There's a story like this for pretty much every overwatch map
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Pericolos0 got a reaction from mjens in Overwatch
TBH, it's valid criticism and definitely stuff you should think about as a LD and env artist. Looking at it from the outside, some design decisions that were made on a fast evolving project can seem strange or non-obvious. Things you wouldn't do when working on something yourself or on your own time. Art wise, it may seem that doing a vista takes more time than doing a road, but under gameplay constraints a vista is much much easier because it fully blocks off the gameplay space and solves a lot of potential issues on a game that has characters that can fly or climb up walls.
Route66 did actually at some point make more sense layout wise, as the warehouse started out as a tunnel. with another open end at the final point. You can still see this in Nick Carver's concept art here:
This was the original end of the map, and I even had a vista blocked out for it, with a road going off into the distance. However, the map had gameplay problems and design felt the player spawn should be behind the capture point, so we changed that part. At this point we were close to the deadline so it wasn't possible to go back and change another part of the map to fix it up. Going back and changing something that is already art-finished is a big cost in game dev, especially if it potentially opens up a bunch of other issues that will then need more play testing. At this point, people already liked the map, and ultimately gameplay comes first so you can only do so much as an artist trying to make things make sense.
There's a story like this for pretty much every overwatch map
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Pericolos0 got a reaction from Evert in Overwatch
TBH, it's valid criticism and definitely stuff you should think about as a LD and env artist. Looking at it from the outside, some design decisions that were made on a fast evolving project can seem strange or non-obvious. Things you wouldn't do when working on something yourself or on your own time. Art wise, it may seem that doing a vista takes more time than doing a road, but under gameplay constraints a vista is much much easier because it fully blocks off the gameplay space and solves a lot of potential issues on a game that has characters that can fly or climb up walls.
Route66 did actually at some point make more sense layout wise, as the warehouse started out as a tunnel. with another open end at the final point. You can still see this in Nick Carver's concept art here:
This was the original end of the map, and I even had a vista blocked out for it, with a road going off into the distance. However, the map had gameplay problems and design felt the player spawn should be behind the capture point, so we changed that part. At this point we were close to the deadline so it wasn't possible to go back and change another part of the map to fix it up. Going back and changing something that is already art-finished is a big cost in game dev, especially if it potentially opens up a bunch of other issues that will then need more play testing. At this point, people already liked the map, and ultimately gameplay comes first so you can only do so much as an artist trying to make things make sense.
There's a story like this for pretty much every overwatch map
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Pericolos0 got a reaction from -HP- in Overwatch
TBH, it's valid criticism and definitely stuff you should think about as a LD and env artist. Looking at it from the outside, some design decisions that were made on a fast evolving project can seem strange or non-obvious. Things you wouldn't do when working on something yourself or on your own time. Art wise, it may seem that doing a vista takes more time than doing a road, but under gameplay constraints a vista is much much easier because it fully blocks off the gameplay space and solves a lot of potential issues on a game that has characters that can fly or climb up walls.
Route66 did actually at some point make more sense layout wise, as the warehouse started out as a tunnel. with another open end at the final point. You can still see this in Nick Carver's concept art here:
This was the original end of the map, and I even had a vista blocked out for it, with a road going off into the distance. However, the map had gameplay problems and design felt the player spawn should be behind the capture point, so we changed that part. At this point we were close to the deadline so it wasn't possible to go back and change another part of the map to fix it up. Going back and changing something that is already art-finished is a big cost in game dev, especially if it potentially opens up a bunch of other issues that will then need more play testing. At this point, people already liked the map, and ultimately gameplay comes first so you can only do so much as an artist trying to make things make sense.
There's a story like this for pretty much every overwatch map
-
Pericolos0 got a reaction from Minos in Overwatch
TBH, it's valid criticism and definitely stuff you should think about as a LD and env artist. Looking at it from the outside, some design decisions that were made on a fast evolving project can seem strange or non-obvious. Things you wouldn't do when working on something yourself or on your own time. Art wise, it may seem that doing a vista takes more time than doing a road, but under gameplay constraints a vista is much much easier because it fully blocks off the gameplay space and solves a lot of potential issues on a game that has characters that can fly or climb up walls.
Route66 did actually at some point make more sense layout wise, as the warehouse started out as a tunnel. with another open end at the final point. You can still see this in Nick Carver's concept art here:
This was the original end of the map, and I even had a vista blocked out for it, with a road going off into the distance. However, the map had gameplay problems and design felt the player spawn should be behind the capture point, so we changed that part. At this point we were close to the deadline so it wasn't possible to go back and change another part of the map to fix it up. Going back and changing something that is already art-finished is a big cost in game dev, especially if it potentially opens up a bunch of other issues that will then need more play testing. At this point, people already liked the map, and ultimately gameplay comes first so you can only do so much as an artist trying to make things make sense.
There's a story like this for pretty much every overwatch map
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Pericolos0 got a reaction from FMPONE in Overwatch
TBH, it's valid criticism and definitely stuff you should think about as a LD and env artist. Looking at it from the outside, some design decisions that were made on a fast evolving project can seem strange or non-obvious. Things you wouldn't do when working on something yourself or on your own time. Art wise, it may seem that doing a vista takes more time than doing a road, but under gameplay constraints a vista is much much easier because it fully blocks off the gameplay space and solves a lot of potential issues on a game that has characters that can fly or climb up walls.
Route66 did actually at some point make more sense layout wise, as the warehouse started out as a tunnel. with another open end at the final point. You can still see this in Nick Carver's concept art here:
This was the original end of the map, and I even had a vista blocked out for it, with a road going off into the distance. However, the map had gameplay problems and design felt the player spawn should be behind the capture point, so we changed that part. At this point we were close to the deadline so it wasn't possible to go back and change another part of the map to fix it up. Going back and changing something that is already art-finished is a big cost in game dev, especially if it potentially opens up a bunch of other issues that will then need more play testing. At this point, people already liked the map, and ultimately gameplay comes first so you can only do so much as an artist trying to make things make sense.
There's a story like this for pretty much every overwatch map
-
Pericolos0 got a reaction from Vaya in Overwatch
I think you figured out yourself why not more attention was spent on making the maps believable layout wise: it's not a critical flaw. So why spend time on it when you are working under a deadline and have plenty of other things to spend creative energy on?
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Pericolos0 got a reaction from -HP- in Overwatch
I think you figured out yourself why not more attention was spent on making the maps believable layout wise: it's not a critical flaw. So why spend time on it when you are working under a deadline and have plenty of other things to spend creative energy on?
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Pericolos0 got a reaction from Vaya in Prodeus - KICKSTARTER LIVE!
Hell yes!!!!Congrats :D! It's looking so good!
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Pericolos0 got a reaction from General Vivi in Prodeus - KICKSTARTER LIVE!
Hell yes!!!!Congrats :D! It's looking so good!
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Pericolos0 reacted to michal3210 in [CS:GO] dz_junglety (Danger Zone)
Update
I made a short showcase video, map is almost done!
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Pericolos0 reacted to Klems in Mapcore Job Census
Today I started my dream job as a graphics programmer for Arkane Studios \o/
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Pericolos0 got a reaction from dux in Subnautica
Awesome! I just finished Subnautica a little while ago, absolutely loved it :). You guys really made something special. Getting the cyclops is easily one of my top 5 gaming moments haha
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Pericolos0 got a reaction from PogoP in What have you watched recently?
Annihilation was weird. Came out of the movie theater hating it, and then couldn't stop thinking about it for weeks
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Pericolos0 got a reaction from -HP- in What have you watched recently?
Annihilation was weird. Came out of the movie theater hating it, and then couldn't stop thinking about it for weeks
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Pericolos0 got a reaction from blackdog in What have you watched recently?
Annihilation was weird. Came out of the movie theater hating it, and then couldn't stop thinking about it for weeks