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Everything posted by Furyo

  1. Still love the game, I think you nailed the responsiveness of the controls. My gripe at this point comes from the preview unity web browser, which does not limit the movements of the mouse to the game window, so everytime I venture too far out I get out of game...very frustrating to get a proper flow. I'll have to echo skdr's comments about the lead character, she seems very bland compared to the coolness of the cat sidekick, but maybe you guys expand on her own story and abilities later on... Just feels like she's stock in an awesome world of awesome creatures. Makes me wish I'd be the other guys
  3. wow.....never thought I'd see the name again...cOw....brings back tons of memories from dod b1.2 on Yeah like others said, your site itself could do with a bit of work, but first and foremost you're going to have to strip away a lot of that old content if you're going for a job down the road. If this is just your library of projects, then the more the merrier
  4. I just finished it moments ago, and I have to congratulate you Robert on shipping this project. The art is absolutely stunning. The art direction itself is one of the best in recent memory all games combined, and the craftmanship put in these few levels was just staggering. Dear Esther is not a game. I went in half expecting that, the other half expecting the unexpectable. I came out 90 mins later very much coming out of a daze, drawn like a firefly forward in each level. I never had fun. Fun is not a word that should be used to describe this experience. I just dreamt someone else's dream with my eyes wide open.
  5. I have worked with a few former architects turned level designers, I think I can always count on a few of my peers in every studio I've worked at to have some sort of architectural background. However that will only go so far. Your modding experience will still be a more helpful tool than your future diploma. If you're looking for a safer degree to get into and still work in the games industry potentially, you should look into computer sciences.
  6. Won't make it this year either, but I'll be at PAX for once Anyone else going?
  7. Truly sorry for your loss Tisky, I hope you can find some closure in the weeks to come.
  8. Seems like the studio reshuffled things around today.... http://www.gamepolitics.com/2012/01/10/ ... ees-let-go
  9. Have a lovely, peaceful and healthy year 2012, Mapcorians ! See you in Boston if you are ever near my new corner of the woods
  10. I have never used Sketchup, and in my time at Ubisoft, haven't seen many people touch it either. The main reason is that Ubisoft uses different engines that all incorporate better modeling tools, or ways to incorporate models made in Max or Maya faster than Sketchup. If you end up working at Ubi, in Canada, you're likely to use one of three main engines: Dunia (Far Cry 2, other shooters), Anvil (Prince of Persia, Shawn White, Assassin's Creed, other games) or Unreal (Splinter Cell). And the latter is on its way out if not out altogether. Dunia is based on the CryEngine, and incorporates many tools to make your terrain a lot faster and compatible with the engine. And the solid/block tool is very good too. Anvil will have you model things in Max and will export things in two clicks, whereas Sketchup would take you through another extract process. All the same, the process is a little bit the same for everyone in the end. You start by figuring out what you want to make (that means, professionally, what you have been told to make in many studios), you do your research to get inspired, talk to the concept artists and the art director about what their vision may be, and you go cracking. A 2D layout is always a great idea, and should be part of your research to get inspired. It may not have to be on paper if you're more comfortable with photoshop and or a tablet, but you get the idea. Always focus on the gameplay, so white box your main path (that means use rough untextured blocks) to simulate the space you'll be navigating in and set that in stone before the artists get to work on your level. If you change anything substantial after they've art passed your level, you will cost a lot of man hours to your project and make a few people angry in the process. So get your stuff reviewed very fast, and every time you change something substantial. Get your lead to sign off on it, then get it to the artist that will spice it up. Rinse and repeat, that's a level designer's job NB: In some cases, you may work on games that require you to be a mission designer within levels that are already made. That's the case with all open world games, where the levels (the cities) are made by architects/artists to respect the overall integrity of the game. If that's the case, the process changes quite a bit as you won't be doing any of the blocking, and will focus on maximizing the existing space to make it fun. In Assassin's Creed for instance, that means you get to place the different platforming ingredients along the buildings and streets. It's quite a different process as you should be more focused on story telling and overall pacing than on lighting, scale or optimization. Finally in some cases yet your work may be more akin to that of a game designer. When I worked on the flying wing in AC2, my process started by exporting the alpha version of the city of Venice into Max for the prototype that was made outside of the engine, and importing the non working, pure model of the flying wing into the engine, so I could just place it in the air throughout Venice to get inspired for the mission, set the path I would later use, change the scale of the flying machine, etc. The very first time I presented my mission for the flying wing in AC2, I used a powerpoint presentation of different screenshots I took in game of the flying machine idling in the air. It still sold the idea rather well for what was to come.
  11. Yeah the original announcement is a year old or so by now. I talked briefly about it to a friend at Valve who said they were deliberately vague with their words as they hadn't fully fleshed out what the end product would do.
  12. Furyo


    http://news.yahoo.com/sopa-vote-delayed ... 04747.html
  13. Great stuff all around, not that it will surprise anyone anymore. One small detail, "Personal" in English only takes one 'n", not two as in French
  14. Furyo


    Apparently SOPA is now "indefinitely delayed" which in political terms means dead but you get to keep a straight face.
  15. Just finished it today. That was a really well crafted SP experience, with some down turns with a few issues in readability in the latter chapters, and a bit of frustration as a result. Loved the at one point, and the
  16. Sorry I was under the impression you were talking about something else. yeah a light press will get you a small jump, but the difference isn't that much that you'd see any difference gameplay wise
  17. Political games happen in all companies, but the way to look at it is "It's a lot easier to deal with it when you work on kick ass games and make 3 to 4 times as much as you would in France" And yeah, in practical terms, you do get to work on much better games, and the pay is an order of magnitude better too. Regardless of where you go, for instance, I was making twice as much at Crytek as the best offer in France I ever got. And the cost of living is about half that of France as well... It all adds up.
  18. Montreal really doesn't. That's the biggest assumption I see people make about Montreal. Montreal is historically a very english oriented city, where the English speaking Canadians held all positions of economic and political power until 1976 when Quebec voted a law to make French a lot more important and protected. Since then, the city really is a 50/50 deal, with large parts of the city where one would never think of speaking French at first, or English at first in other parts. It's the only truly bilingual city I know, far beyond Brussels for instance. I know a few dozen english speaking Canadians and Americans (and others like Klein) whose French basically revolves around Hello how do you do, and they live in this city with no problems. And I don't mean "just get by", they properly made this town their home. Anywhere else in Quebec? yes absolutely, French is mandatory.
  19. You don't "press longer to get higher". If you refer to how boosters get you higher, it's by pressing the jump button as you land on the booster (mushroom)
  20. Also, on the subject of Boston, New England has been a second home. I used to live in Connecticut for a year when I was 17, and since then I have been lucky enough to visit or live in 37 of the 50 USA. That's a lot more than most Americans. So the US is a second home to me, or at the very least is a lot closer to being home than places that are right around France. I feel closer to home, and fit in a lot more, in Boston than I would in Stockholm, or even Frankfurt. A huge reason for that is mastering the language of the people around you. And yeah, one aspect of settling down I have now accepted is that I no longer want to live in a place where I don't speak the native language fluently. Thankfully, that leaves a few still Sometimes, the sheer distance between countries is nothing like the distance to home.
  21. You make it sound like I'm a total nutjob thanks Yeah I plan on settling down, but so far there's always been a place that was more inviting than the one I currently stayed at, for various reasons. I've never been in a situation where I left somewhere I wanted to live for the rest of my life. You need to realize that moving is something I've done all my life. And so has my family. It's not like there's a place I fit in more than others, especially in my home country, so the projects I work on lead me to new interesting places. France? Great country to live in, shitty place to work in. In this industry, you're lucky to get a permanent position, and even when you do, you'll very rarely earn more than minimum wage. France used to be a great country to work in games, back when money was flowing left and right and you could sign permanent contracts everywhere like you do in Montreal, but the situation is quite the opposite now. So settling for that? No thank you. As many French friends used to say when we worked in Montreal together: "If I wanted to go back to France, I'd have to quit the industry to earn enough for my family" Canada? Great place all around, minus the cold (and long) winters. And for how long exactly, no one is certain. When the tax credits stop rolling, so will the studios. Labor being very cheap in Quebec (for games), this prompted studios to grow enormously, and most games end up with teams of 250 - 500 strong, where your own work and its interest is divided as more and more people are added in. So you ship projects every year, but is it a satisfying job? And if it's satisfying for one project, how will it be when you get sent to the next one? When the answer is no, you get to ask yourself the next question: Why stay then? You can earn a good living in Canada. That's not the issue. But if you want to learn a lot more about your craft and all you do is ship the same game every year for 5 years, how does that help? Especially when you crunch every year through the best months of the year... So you move, you adapt, and you get to work on some of the greatest games with some of the best talent in this industry. When I look back on this time of my life, I can assure you I'll be happy to have done and moved as much as I have. I've lost count of the times I've heard someone telling me they hated their job, but didn't want to move because "the grass is never greener, it's the same shit everywhere". I certainly don't want to become that person.
  22. Loved the first one, I thought it was the best platformer to have come out in a long while in non Nintendo games. Picked it up tonight and found the exact same game I already loved plus some great new features, and artwork and camera work that is clearly well above the first game. Get it now.
  23. I'll just echo what Martin and others have said, companies will do everything for you, they are the greatest help you can think of when you start there. It's a family issue for you and no one but your family should weigh in on that. Get yourself some experience in Stockholm, no country will sponsor you for a visa yet with your lack of experience. Even within Europe. With that said, I have moved 5 times internationally in the past 6 years, so you're welcome to ask me any question you might have on visas, relocation, customs, cultural aspects of Canada, the US, and western Europe if you so wish
  24. Furyo

    Slingplates (Portal 2)

    Crap, can you let me know where that is so I can fix it?
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