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Squad reacted to a post in a topic:
Employment as Level Designer - UE4 Singleplayer BSP masters
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Employment as Level Designer - UE4 Singleplayer BSP masters
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Employment as Level Designer - UE4 Singleplayer BSP masters
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Employment as Level Designer - UE4 Singleplayer BSP masters
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Hey Everyone! Simon OCallaghan recommended this forum as the place to find Single Player Level Designers with a keen eye for BSP Use and atmosphere. I started when everything was built with BSP only. I'm looking for folks that can create an immersive world with nothing more than the editor and a couple tiling textures. The meshwork will follow, but is meant to enhance, not replace the good flow of allowing a BSP-crafter to go follow his/her intuition. If that sounds like you lets talk! I myself started out as a level designer in the Quake 2 days and ended up doing a majority of the levels for Gunman Chronicles, a mod gone retail based on the Half-Life (Quake) engine. I’m currently on the lookout to bring on board new team members for our game development team to join us here in tropical Asia, in Malaysia. The main game product is an UE4 based FPS Singleplayer game with a focus on skilled movement&combat and exploration, a throwback at Quake1&2 / Halflife type games with less handholding and cutscene work. Join Malaysia's largest developer and work in Tropical Asia: Join our team of talented developers in our studio focused purely on high-end AAA game development. Our team of 100+ is growing our partnerships with US and Japanese publishers and there are great opportunities in our pre-production, game design, level design, 3d content creation - teams. Relocation assistanceFlights & Immigration Processing support providedTemporary housing assistance provided free of cost. What we're about https://www.youtube.com/watch?v=HCNi33XNiSY Projects we contributed to https://www.youtube.com/watch?v=QC35CGrstAw Facebook & Website : https://www.facebook.com/StreamlineStudios & www.Streamline-Studios.com Feel free to email me at sbaier[at]streamline-studios.com
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Hi guys, Daivy asked me to give feedback on the level so here we go Wow its been a while Having worked on gunman so it's always fun to see how you guys push the textures and themes to create something truly unique out of it. Now - I definitely like how you interpreted the visual style from Gunman for the level. Good choice of textures and trims and the greel lighting definitely gives it a cool look. I do agree on the lighting needing quite a bit of work. Contrasting between dark corners, the green lightsources and some generic lights could be very cool. The architecture in the big rooms is good but the corridor lacks a bit in diversity and options. Maybe a cross section or some acess tunnels? Some cracks or vents popping open? Just giving a bit more space could also help. If you have rooms above each other maybe some windows on the floor or bottom? The big rooms look cool but Im not sure how much play you're getting out of it - I guess there are elevators. Maybe adding some aging to the rooms would also give them more characters, some desctruction maybe or signs of conflict? Overall I think its a very good base and I like how you paid attention to lining up all textures ( especially the trims) etc properly. that always helps alot of define the look and feel of a map, makes it feel more solid. And I know in the old editor keeping that stright can sometimes be quite a pain. Anyway - I like it. Keep it up Im amazed people still make levels for it. (Cool!)
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Ah hi FrieChamp , Yea that was me before I founded Streamline Ah the good old Gunman days (nostalgia)
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Hi guys, I just joined and stumbled across this thread and I've heard alot of good opinions here. I'd want to add my 2 cents to the discussion: The turnover of creatives in our industry I think is a big issue, as we have so many talented people leave the industry that could have otherwise cultivated a good culture and helped it mature. This hits art as well as management as you’ve described. Ideally you’d only want to have people from the games industry in administrative positions, but unfortunately our young industry still sees a lot of people leave after 2 to 5 years and it opens up those that stay for inexperienced managers brought in from other industries. Not the way to go, but I think a sign of an industry that’s simply understaffed globally and suffering from that. It's not suprizing though, considering some of the current conditions and expecations for next gen projects in the industry. In my experience there are alot of developers right now that dont fully know what "next gen" truly means. Some people aim sky-high, while others dont see Xbo360 it much different than the previous console. The problem with this is that it makes big budget games even less predictable and schedules tend to become tense. In some sense, the games industry still has a long while to go to stabilize and mature. The Games business has been around in a solid form for, maybe 20 years. Whereas the movie industry has been around for, say 75 years. The problem seems to be that overall, the games industry does not think long term enough yet. In other industries like IT or software technology, big companies regularly invest into their current project as well as invest substantial amounts into backend infratructure and backend research. In games, this is very hard to pull off as there is a bit of a "we pay for what we see" attitude that lacks thinking of longerm partnerships. As such, a publisher may invest into a title with a developer and then moves on, but rarely invests into the relationship with the developer and form a longterm partnership (unless they want to buy them) As such, investing into future titles and research while developing their current game is normally relatively limited and most developers no longer develop their own “middleware” but become increasingly depdendent on external software. This keeps the developer from building substantial independent systems and research and relies heavily on relative short turnaround times for their AAA titles to keep them alive. This puts tremendous pressure on studios and developers and in many cases as you’ve described turns sour for the teams. So unlike many established, say Film FX companies, Game developers have become excessively dependant on external technologies and big bulk investments from publishers for their 2-or so- year game titles. This means publishers can continue to pressure the smaller studios and thus the work situation in some places (which propably got a lopsided deal) are as dire as described here. EDIT: So to sum it up in my opinion: the industry has a lot of challenges to face, but alot of them are the immaturities of such a young business altogether. As such, I am hopeful to see the industry become more stable and mature as we move on into the future
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Hi Ya'll This must've been one of my oldest maps I could find images of. Before that was lots of Quake Two Mods and Duke Nukem 3D ( sitll one of my favorites!) It was released with GUnman Chronicles and the good old days! After that I went to unreal Engines and havent looked back since. I remember how jealous I was back in the Quake days of Unreal's realtime (and color) lighting system in the editor when we were stuck with full bright lighting in Worldcraft hahaha
