-
Posts
407 -
Joined
Content Type
Profiles
Forums
Articles
Pages
Everything posted by GregBoffins
-
Hrm Resident Evil 6. Where do Capcom get their designers from? Initial impression: terrible controls, frantic random input sequences that make no sense. Very hard to see where you're going, even with my Toshiba TV which is 2 months old, fully calibrated I had to max out the brightness to see anything. And I still had trouble seeing anything, yet the game setup recommends I should've had it darker. I don't think a level designer actually made this because it's that bad. There is absolutely no player leading what so ever, you just kind of hold forward and hope for the best. The lighting doesn't really have any artistic flavour to it, its just pitch black with blobs of lighting. You have way points for every part of the game telling you where to go (although most games have that now, but still that sucks). If you don't know where to go there is also a button you can toggle that tells you which direction you should go. That tells me a lot about the creative direction of this game. In Coop you can't see your partner if they're in the darkness there is no illumination or marker to signal where they are so it's very hard to know where each of you are; basically ruining the coop experience. Visually the game looks nice, the art is good, but that's about it to be honest. Very disappointed in Capcom.
-
It's looking really nice, very polished. But when taking screenshots for pimping, please enable FSAA it just makes things look crisper
-
That's all well and good but I think you're reading your statistics incorrectly, or they're giving you the wrong numbers. To have 12,000 draws is amazing. I don't even think Crysis on maximum settings has that many draws, no matter how complex your shaders are. To have that on one weapon would make TF2 run at 20fps, it's insane
-
imaghine having 12k tetxures, haha even the thought of it makes me sweat Yeah totally, a consoles worst nightmare
-
To even have 12k draws you'd need 12k unique meshes or 12k unique textures.
-
Those fucking bees in act 2, omg they hurt a lot
-
To compare your rings, hold the alt key to see the other one Tip of the day! cheers :monkey:
-
Manned it up and got one of these today!
-
Welcome to every official forum ever. That's usually why I never make a proper post because I know it'll just get lost amongst the "Blizzard failed and diablo 3is dead" posts.
-
I ended up writing my thoughts on the forums if any one interesting in reading it. http://us.battle.net/d3/en/forum/topic/5745444985 The problem with those forums is if you write anything constructive it's answered by 12yr olds
-
I'm so glad I didn't sub but I am annoyed I paid 70 dollars for nothing :/ yeah, that sux. Still, its the longest MMO I have ever played of day 1 purchase. I got around 600 something hours or out of it. I did enjoy my first 2 play throughs, but during the second one it became more obvious and apparent how flat the game really is :/ and in the end just bored by that point. I'll go back to it after a year or whenever the mood strikes. If you play any game constantly for 600 hrs you'll burn out You need to play it for a few nights solid, take a breather, and play again. How do you think I keep going back to wow, I take breaks in between excessive raiding/playing.
-
I'm so glad I didn't sub but I am annoyed I paid 70 dollars for nothing :/
-
Interesting portfolio Although if you're aiming to be a professional level designer then I would focus on just the level design content in the portfolio and set aside any arty stuff and leave the level content as the main focus. I would also try and show more than one or two levels with detailed walk through on the game play and why you decided to go with that. As you will need to do that on the job it demonstrates that you can do this, no point in hiring someone who can sit there making buildings but has no idea why I'm not one to talk about layouts as mine is equally not good http://www.plagueandpestilence.com/ Z
-
Some youtube versions as the above videos didn't work for me. http://www.youtube.com/watch?v=aQUPqfnedxA http://www.youtube.com/watch?v=pMh9o1D8cRs http://www.youtube.com/watch?v=IqhxezYyiDU http://www.youtube.com/watch?v=qhKBorpg0-M
-
It's looking really good man. In regards to your question the other day, yes the fog density feels fine. I am wondering though (at the moment the lighting along the walls on the top and bottom floor feel even) if I may suggest the lower floor have a slightly darker light setting, something like 10%? Or be a bit more sunlight dominated? Let the sun hit the lower section diluting the yellowness of the lights down there? That is focused at the second screenshot more or less. The first one seems ok, probably just the angle? Is there any way to have very very subtle light shafts coming down in to he scene high lighting dust in the air? Nothing else to really say there, I like it a lot. PS Quake 3 supports widescreen, or you need to come in to the future and get a 16:9 monitor ;P
-
lmao I'm only about 15mins in to the manual and I am loving it too. Over all I would give it 8.5/10
-
This is pretty bang on. Although I like to think about the setting first because then it gives me boundaries to think about my crazy ideas(I find it fun to come up with cool ideas within a given rule set, more of a challenge). For example you could have a great idea but it wont fit in to the setting or the setting that fits that idea you may not like. Although we are talking specifics here, but I thought I'd add that
-
https://twitter.com/#!/id_Hooper
-
That image doesn't work now 100% of the time. A lot of games are becoming "cinematic" so a straight corridor will server a purpose now for story telling reasons. For game play it's not good to leave it straight though, but since more and more AAA games are all about story and cover systems they are more or less straight corridors.
-
It does say in the article it IS 90% of support staff
-
Yar exactly. BUT! How would you do that on the corner of your box? Thanks for the links btw I will take a gander when I get home
-
Yeah I can see that as a fairly good reason. According to this article in 2008 (yeah it's a few years old but you'll get the idea) http://www.gamasutra.com/php-bin/news_i ... tory=17062 in 2008 EU and NA subs combined totaled 4.5 million. EU sub income = 40,060,000 (20.03 USD at today's exchange based on a 15 EU month subscription) NA sub income = 37,375,000 (14.95 USD for today's monthly subscription) Cataclysm sales = 300,000,000 (based on 60USD a copy and 5 million sales) http://www.playerattack.com/news/2011/0 ... y-popular/ tally = 377,435,000 377 million might seem like a lot but when you factor in wages of employees on the wow team, costs of all the support staff around the world. Blizzard have offices every where to support different languages. Server costs and so on would definitely eat in to that easily.
-
I wouldn't be surprised if it were contracts too that didn't get renewed. Diablo 3 ramping down, I assume Mysts of Pandaria is ramping down too if a beta is here in a few months. So I guess it makes sense to let go 60 employees across a few projects. (I've been let go twice so I am more than sympathetic with the chaps now looking for work)
-
Hey [HP] Great stuff I have a question though. Normally when I do a high poly I use floaters for most of my details (99% of it) but I noticed in your high poly you cut out the section where the small bolts/screws go in to the side of the mesh, how do you cut then out, and then how to handle the cleaning up process to keep it nice and tidy when you tesselate. Or do you use mudbox/zbrush to cut it out, which in that case it's quite tidy and clean. Never really thought to use those programs to hard surface modelling. If you're not sure what I mean when I get home from work I'll circle a little section and upload it Cheers Z
