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Tisky reacted to dux in Half-Life Alyx
Me before trailer : Haha fuck off I'm not paying £1000 to play Half-Life
Me after Trailer :
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Tisky reacted to Beck in Half-Life Alyx
Ok, that does look pretty sick. Well done, Valve, now I want to buy a VR headset.
Announcement trailer for the lazy
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Tisky got a reaction from selmitto in Half-Life Alyx
Welcome back baby!
Also: https://www.timeanddate.com/counters/fullscreen.html?mode=a&iso=20191121T10&year=2019&month=11&day=21&hour=10&min=0&sec=0&p0=234&msg=Half-Life%3a Alyx Unveiling
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Tisky reacted to selmitto in Half-Life Alyx
HL confirmed!
I hope the game turns out really well, I miss playing HL.
7 hours left until the announcement? wooooooo
(Also, I'm back. I miss you guys!)
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Tisky reacted to dux in What have you watched recently?
The Mandalorian, best Star War's I've seen since the originals.
And the new Rick and Morty season 4. And South Park. South Park never fails to amuse me.
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Tisky got a reaction from Radix in Half-Life Alyx
Half-Life 1 pioneered fps gameplay with its AI and story. Half-Life 2 did the same for physics in games.
What could be more pioneering than getting headcrabbed in VR.
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Tisky got a reaction from dux in Half-Life Alyx
Half-Life 1 pioneered fps gameplay with its AI and story. Half-Life 2 did the same for physics in games.
What could be more pioneering than getting headcrabbed in VR.
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Tisky got a reaction from -HP- in Half-Life Alyx
Half-Life 1 pioneered fps gameplay with its AI and story. Half-Life 2 did the same for physics in games.
What could be more pioneering than getting headcrabbed in VR.
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Tisky got a reaction from Zarsky in Half-Life Alyx
Half-Life 1 pioneered fps gameplay with its AI and story. Half-Life 2 did the same for physics in games.
What could be more pioneering than getting headcrabbed in VR.
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Tisky got a reaction from That50'sGuy in Half-Life Alyx
Could it be for VR but, playable without VR? ONE CAN DREAM
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Tisky got a reaction from esspho in Half-Life Alyx
Half-Life 1 pioneered fps gameplay with its AI and story. Half-Life 2 did the same for physics in games.
What could be more pioneering than getting headcrabbed in VR.
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Tisky reacted to leplubodeslapin in Half-Life Alyx
It's Half-Life
Maybe Source 2
Even if I don't have a VR headset (and I have no idea if I'll get one soon or not), this is freaking good news
100 times better than nothing, like it's been for 12 years regarding Half-Life
!!!
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Tisky reacted to dux in Half-Life Alyx
It's going to be VR only, this is Valve's gambit to get everyone onboard the VR Train. While I'm as equally blown away as everyone else with this out of the blue announcement, now I've had time to think about it... I don't really want to pay £1000 to play a new Half-Life game. This is a bittersweet feeling at the moment. But I'll wait to see what is shown Thursday, maybe it will be the second coming of Jesus and I will repent and buy an Index.
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Tisky got a reaction from Zarsky in Half-Life Alyx
Oh my god.
https://mobile.twitter.com/valvesoftware/status/1196566870360387584
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Tisky reacted to MikeGon in Where do you start today, if you want to work in the gaming-industry?
It's ok I think it's safe to say none of us really like video games anyway
(cries in game developer)
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Tisky got a reaction from Squad in Where do you start today, if you want to work in the gaming-industry?
Design! I used to have alot of unfinished work. I never did feel that what i did was "perfect" so when i finished something i never felt it was as i had envisioned it from the start. Either that or poor game-play (it was mostly Counter-Strike maps at the end).
So sadly, i have to start from scratch. Somehow it feels good also, getting a fresh start. I guess my old work would qualify as the "cringy school projects" in my own eyes. I want to do things "right" and at the same time, a good job. I don't want to complete a level and feel that i wasn't completely sure if i did things correct. Backtracking is time-consuming
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Tisky reacted to dux in Where do you start today, if you want to work in the gaming-industry?
I hope you aren't big into games, because you are gonna lose all interest in playing them when you make them for a job.
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Tisky got a reaction from blackdog in Half-Life Alyx
Oh my god.
https://mobile.twitter.com/valvesoftware/status/1196566870360387584
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Tisky reacted to Beck in Where do you start today, if you want to work in the gaming-industry?
Most of what I'd look for has been covered here already. Key things I look out for when combing through portfolios:
Use of different game engines - More often then not you'll be joining a studio and using either their own engine or a modified one. If you can show you can transfer your skills from one engine to another (thus reducing the amount of training time you'll need when joining a new studio) it'll be a big bonus. Basically, don't just make CS:GO maps. Ability to work on different game types - This kinda relates to the above but if all you're making is CS:GO maps (sorry to pick on CS:GO :P) then you're probably not going to be considered for a puzzle/racing/adventure game potentially. If you show you can create levels for different game genres it'll really help you out. For example make a race track in Trackmania, then go create a Portal 2 puzzle level, maybe create a Fallout 4 dungeon then go create a single player mission for your favourite shooter with their in-built mission editor. Using level layout to create different gameplay - It's nice to see some variety in level layout. Try something new in a CS:GO map which breaks away from the typical 3 lane structure. Maybe a level which predominantly focuses on height variation. Perhaps the Portal 2 map you create can focus on precision shooting and the timing of portals being placed. The Trackmania track you might create could use split/multiple paths to give players more choice rather than one set path? Tell me what didn't work - A lot of the time what you create might not be the best level ever. And that's totally fine. But don't hide it away at the bottom of your portfolio or remove it entirely. If you can critique your own work, say what went wrong and what you might have done to fix it it'll show understanding and show employers how you might tackle problems during development. Keep portfolios short and sweet - Kinda contradicts the above point but don't make a portfolio page about a particular level really long. Game devs are often busy people at the quietest of times so we don't have time to read essays on every aspect of your level. Show us the key gameplay features, maybe a quick level playthrough video and keep any text short and to the point. This normally helps with interviews too as it leaves us something to ask you. Like: "You touched upon reasons why you didn't like this section, could you expand on what you might do given the chance?" "You mention bombsite B was always hard to retake in playtests, how did you overcome that?" We don't expect you to be artists - Don't spend forever trying to make your level look super amazing art-wise. You're not expected to be an environment artist too. So long as you've shown considerations for how the level might be dressed or themed then that's often enough. Mood boards are good and some basic dressing to help sell that in the whitebox is cool too. Resuse assets from games as much as you can. I agree with what others have posted. If you don't know any 3D packages right now then just focus on in-engine tools. They're more than good enough to whitebox a level. But if you do know a 3D package it'll be a nice bonus on your CV. At Rebellion we let people use our in-engine tools or a 3D package (Max, Maya or Blender) when building their levels.
TL;DR
Give your portolfio variety Don't waffle on too much (Like my post :D) -
Tisky reacted to cyberjunkie in What have you watched recently?
I liked the first season of 'End of the F*cking World' and the second season is pretty decent too. I like the style.
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Tisky reacted to PaulH in Where do you start today, if you want to work in the gaming-industry?
I don't disagree with you. I was just pointing out that learning 3D Max can still be beneficial and not a complete waste of time, from the perspective of a level designer working in the industry, on an open-world game, and using it professionally. When it comes to learning level design there's definitely many ways to approach it and many tools that are valid.
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Tisky reacted to ElectroSheep in Where do you start today, if you want to work in the gaming-industry?
Anyway, for a LD, you don't need to learn hardcore Tools and feature, just being able to create simple shapes should be enough
