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marnamai

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  1. Like
    marnamai got a reaction from Vaya in Programmer for Half-Life 2 mod, DownFall [unpaid]   
    Hi,
    I am looking for a code monkey to work on a Half-Life 2 mod, DownFall, the first chapter has been recently released on Steam for free. Reception by the community has been very positive.
    Store.steampowered.com
    I have begun work on chapter 2 and realised there's some stuff I can't pull off without some custom code.
    I just need a couple entities fixed (env_projectedtexture, acid dmg), some changes to func_tracktrain & a new entity trigger_gunfire (can be based off trigger_rgpfire) and maybe some AI changes for antlion workers (charge / suicide behaviour).
    Optional tasks: porting to Linux, OSX, implementing achievements.
     
    REQUIREMENTS:

    - Previous experience with Source is required.
    - Having released a mod using the Source engine is prefered but not required.
    - This is an unpaid project.
    - This isn't some crazy overambitious project, it has a small scope and wont take years of work.
    The codebase + edits must be uploaded to github, so I can keep control over the project.

    TO APPLY:
    Either email [email protected] or add me on Steam
    (make sure to leave a message on my profile or I will not accept!)
    Steamcommunity.com
  2. Like
    marnamai got a reaction from Radu in Programmer for Half-Life 2 mod, DownFall [unpaid]   
    Hi,
    I am looking for a code monkey to work on a Half-Life 2 mod, DownFall, the first chapter has been recently released on Steam for free. Reception by the community has been very positive.
    Store.steampowered.com
    I have begun work on chapter 2 and realised there's some stuff I can't pull off without some custom code.
    I just need a couple entities fixed (env_projectedtexture, acid dmg), some changes to func_tracktrain & a new entity trigger_gunfire (can be based off trigger_rgpfire) and maybe some AI changes for antlion workers (charge / suicide behaviour).
    Optional tasks: porting to Linux, OSX, implementing achievements.
     
    REQUIREMENTS:

    - Previous experience with Source is required.
    - Having released a mod using the Source engine is prefered but not required.
    - This is an unpaid project.
    - This isn't some crazy overambitious project, it has a small scope and wont take years of work.
    The codebase + edits must be uploaded to github, so I can keep control over the project.

    TO APPLY:
    Either email [email protected] or add me on Steam
    (make sure to leave a message on my profile or I will not accept!)
    Steamcommunity.com
  3. Like
    marnamai got a reaction from FMPONE in Programmer for Half-Life 2 mod, DownFall [unpaid]   
    FMPONE said it was okay. But maybe it would be a good idea to have a separate subforum for stuff like this?
    I've clearly tagged it as unpaid, in hopes of avoiding confusion. I know mapcore isn't moddb, but there aren't that many Source centric communities around anymore.
  4. Like
    marnamai got a reaction from 'RZL in Programmer for Half-Life 2 mod, DownFall [unpaid]   
    Hi,
    I am looking for a code monkey to work on a Half-Life 2 mod, DownFall, the first chapter has been recently released on Steam for free. Reception by the community has been very positive.
    Store.steampowered.com
    I have begun work on chapter 2 and realised there's some stuff I can't pull off without some custom code.
    I just need a couple entities fixed (env_projectedtexture, acid dmg), some changes to func_tracktrain & a new entity trigger_gunfire (can be based off trigger_rgpfire) and maybe some AI changes for antlion workers (charge / suicide behaviour).
    Optional tasks: porting to Linux, OSX, implementing achievements.
     
    REQUIREMENTS:

    - Previous experience with Source is required.
    - Having released a mod using the Source engine is prefered but not required.
    - This is an unpaid project.
    - This isn't some crazy overambitious project, it has a small scope and wont take years of work.
    The codebase + edits must be uploaded to github, so I can keep control over the project.

    TO APPLY:
    Either email [email protected] or add me on Steam
    (make sure to leave a message on my profile or I will not accept!)
    Steamcommunity.com
  5. Like
    marnamai got a reaction from Bastion in Programmer for Half-Life 2 mod, DownFall [unpaid]   
    Hi,
    I am looking for a code monkey to work on a Half-Life 2 mod, DownFall, the first chapter has been recently released on Steam for free. Reception by the community has been very positive.
    Store.steampowered.com
    I have begun work on chapter 2 and realised there's some stuff I can't pull off without some custom code.
    I just need a couple entities fixed (env_projectedtexture, acid dmg), some changes to func_tracktrain & a new entity trigger_gunfire (can be based off trigger_rgpfire) and maybe some AI changes for antlion workers (charge / suicide behaviour).
    Optional tasks: porting to Linux, OSX, implementing achievements.
     
    REQUIREMENTS:

    - Previous experience with Source is required.
    - Having released a mod using the Source engine is prefered but not required.
    - This is an unpaid project.
    - This isn't some crazy overambitious project, it has a small scope and wont take years of work.
    The codebase + edits must be uploaded to github, so I can keep control over the project.

    TO APPLY:
    Either email [email protected] or add me on Steam
    (make sure to leave a message on my profile or I will not accept!)
    Steamcommunity.com
  6. Like
    marnamai got a reaction from OrnateBaboon in [HL2] DownFall, available on Steam   
    Hi!
    This is post is a couple days overdue, but here it is anyway.

    Chapter 1 is available now, it's short but sweet, with an average playtime of ~35 minutes, there's an additional 2 chapters coming in the future with an estimated lengh of 40 minutes each (no ETA, valve time ).The main goal of the project is to provide more polished HL2 gameplay with some twists, taking place in new locations while staying true to Valve's design.
    (and hopefully land a job in the long run, Valve are you reading this?)

    You can grab it here.
           http://store.steampowered.com/app/587650

    Reception by the community has been pretty good so far, but I’d like to get as much eyes/hands on as possible.
     


  7. Like
    marnamai got a reaction from RaVaGe in [HL2] DownFall, available on Steam   
    Hi!
    This is post is a couple days overdue, but here it is anyway.

    Chapter 1 is available now, it's short but sweet, with an average playtime of ~35 minutes, there's an additional 2 chapters coming in the future with an estimated lengh of 40 minutes each (no ETA, valve time ).The main goal of the project is to provide more polished HL2 gameplay with some twists, taking place in new locations while staying true to Valve's design.
    (and hopefully land a job in the long run, Valve are you reading this?)

    You can grab it here.
           http://store.steampowered.com/app/587650

    Reception by the community has been pretty good so far, but I’d like to get as much eyes/hands on as possible.
     


  8. Like
    marnamai got a reaction from Furiosa in [HL2] DownFall, available on Steam   
    Hi!
    This is post is a couple days overdue, but here it is anyway.

    Chapter 1 is available now, it's short but sweet, with an average playtime of ~35 minutes, there's an additional 2 chapters coming in the future with an estimated lengh of 40 minutes each (no ETA, valve time ).The main goal of the project is to provide more polished HL2 gameplay with some twists, taking place in new locations while staying true to Valve's design.
    (and hopefully land a job in the long run, Valve are you reading this?)

    You can grab it here.
           http://store.steampowered.com/app/587650

    Reception by the community has been pretty good so far, but I’d like to get as much eyes/hands on as possible.
     


  9. Like
    marnamai got a reaction from Roald in [HL2] DownFall, available on Steam   
    Hi!
    This is post is a couple days overdue, but here it is anyway.

    Chapter 1 is available now, it's short but sweet, with an average playtime of ~35 minutes, there's an additional 2 chapters coming in the future with an estimated lengh of 40 minutes each (no ETA, valve time ).The main goal of the project is to provide more polished HL2 gameplay with some twists, taking place in new locations while staying true to Valve's design.
    (and hopefully land a job in the long run, Valve are you reading this?)

    You can grab it here.
           http://store.steampowered.com/app/587650

    Reception by the community has been pretty good so far, but I’d like to get as much eyes/hands on as possible.
     


  10. Like
    marnamai got a reaction from Deathy in [HL2] DownFall, available on Steam   
    Hi!
    This is post is a couple days overdue, but here it is anyway.

    Chapter 1 is available now, it's short but sweet, with an average playtime of ~35 minutes, there's an additional 2 chapters coming in the future with an estimated lengh of 40 minutes each (no ETA, valve time ).The main goal of the project is to provide more polished HL2 gameplay with some twists, taking place in new locations while staying true to Valve's design.
    (and hopefully land a job in the long run, Valve are you reading this?)

    You can grab it here.
           http://store.steampowered.com/app/587650

    Reception by the community has been pretty good so far, but I’d like to get as much eyes/hands on as possible.
     


  11. Like
    marnamai got a reaction from tr0nic in [HL2] DownFall, available on Steam   
    Hi!
    This is post is a couple days overdue, but here it is anyway.

    Chapter 1 is available now, it's short but sweet, with an average playtime of ~35 minutes, there's an additional 2 chapters coming in the future with an estimated lengh of 40 minutes each (no ETA, valve time ).The main goal of the project is to provide more polished HL2 gameplay with some twists, taking place in new locations while staying true to Valve's design.
    (and hopefully land a job in the long run, Valve are you reading this?)

    You can grab it here.
           http://store.steampowered.com/app/587650

    Reception by the community has been pretty good so far, but I’d like to get as much eyes/hands on as possible.
     


  12. Like
    marnamai got a reaction from Radu in [HL2] DownFall, available on Steam   
    Hi!
    This is post is a couple days overdue, but here it is anyway.

    Chapter 1 is available now, it's short but sweet, with an average playtime of ~35 minutes, there's an additional 2 chapters coming in the future with an estimated lengh of 40 minutes each (no ETA, valve time ).The main goal of the project is to provide more polished HL2 gameplay with some twists, taking place in new locations while staying true to Valve's design.
    (and hopefully land a job in the long run, Valve are you reading this?)

    You can grab it here.
           http://store.steampowered.com/app/587650

    Reception by the community has been pretty good so far, but I’d like to get as much eyes/hands on as possible.
     


  13. Like
    marnamai got a reaction from Plat in [HL2] DownFall, available on Steam   
    Hi!
    This is post is a couple days overdue, but here it is anyway.

    Chapter 1 is available now, it's short but sweet, with an average playtime of ~35 minutes, there's an additional 2 chapters coming in the future with an estimated lengh of 40 minutes each (no ETA, valve time ).The main goal of the project is to provide more polished HL2 gameplay with some twists, taking place in new locations while staying true to Valve's design.
    (and hopefully land a job in the long run, Valve are you reading this?)

    You can grab it here.
           http://store.steampowered.com/app/587650

    Reception by the community has been pretty good so far, but I’d like to get as much eyes/hands on as possible.
     


  14. Like
    marnamai got a reaction from blackdog in [HL2] DownFall, available on Steam   
    Hi!
    This is post is a couple days overdue, but here it is anyway.

    Chapter 1 is available now, it's short but sweet, with an average playtime of ~35 minutes, there's an additional 2 chapters coming in the future with an estimated lengh of 40 minutes each (no ETA, valve time ).The main goal of the project is to provide more polished HL2 gameplay with some twists, taking place in new locations while staying true to Valve's design.
    (and hopefully land a job in the long run, Valve are you reading this?)

    You can grab it here.
           http://store.steampowered.com/app/587650

    Reception by the community has been pretty good so far, but I’d like to get as much eyes/hands on as possible.
     


  15. Like
    marnamai got a reaction from jd40 in [HL2] DownFall, available on Steam   
    Hi!
    This is post is a couple days overdue, but here it is anyway.

    Chapter 1 is available now, it's short but sweet, with an average playtime of ~35 minutes, there's an additional 2 chapters coming in the future with an estimated lengh of 40 minutes each (no ETA, valve time ).The main goal of the project is to provide more polished HL2 gameplay with some twists, taking place in new locations while staying true to Valve's design.
    (and hopefully land a job in the long run, Valve are you reading this?)

    You can grab it here.
           http://store.steampowered.com/app/587650

    Reception by the community has been pretty good so far, but I’d like to get as much eyes/hands on as possible.
     


  16. Like
    marnamai got a reaction from zombi in [HL2] DownFall, available on Steam   
    Hi!
    This is post is a couple days overdue, but here it is anyway.

    Chapter 1 is available now, it's short but sweet, with an average playtime of ~35 minutes, there's an additional 2 chapters coming in the future with an estimated lengh of 40 minutes each (no ETA, valve time ).The main goal of the project is to provide more polished HL2 gameplay with some twists, taking place in new locations while staying true to Valve's design.
    (and hopefully land a job in the long run, Valve are you reading this?)

    You can grab it here.
           http://store.steampowered.com/app/587650

    Reception by the community has been pretty good so far, but I’d like to get as much eyes/hands on as possible.
     


  17. Like
    marnamai got a reaction from Serialmapper in [HL2] DownFall, available on Steam   
    Hi!
    This is post is a couple days overdue, but here it is anyway.

    Chapter 1 is available now, it's short but sweet, with an average playtime of ~35 minutes, there's an additional 2 chapters coming in the future with an estimated lengh of 40 minutes each (no ETA, valve time ).The main goal of the project is to provide more polished HL2 gameplay with some twists, taking place in new locations while staying true to Valve's design.
    (and hopefully land a job in the long run, Valve are you reading this?)

    You can grab it here.
           http://store.steampowered.com/app/587650

    Reception by the community has been pretty good so far, but I’d like to get as much eyes/hands on as possible.
     


  18. Like
    marnamai got a reaction from Rusk in [HL2] DownFall, available on Steam   
    Hi!
    This is post is a couple days overdue, but here it is anyway.

    Chapter 1 is available now, it's short but sweet, with an average playtime of ~35 minutes, there's an additional 2 chapters coming in the future with an estimated lengh of 40 minutes each (no ETA, valve time ).The main goal of the project is to provide more polished HL2 gameplay with some twists, taking place in new locations while staying true to Valve's design.
    (and hopefully land a job in the long run, Valve are you reading this?)

    You can grab it here.
           http://store.steampowered.com/app/587650

    Reception by the community has been pretty good so far, but I’d like to get as much eyes/hands on as possible.
     


  19. Like
    marnamai got a reaction from blackdog in Marnamai - Level Designer   
    I've updated my portfolio, since my previous topic was archived I decided to make a new one.
     
    feedback is welcome!
     
    http://marnamai.interlopers.net
  20. Like
    marnamai reacted to Tyker in The user experience of Level Editors   
    Hey everyone! A few months ago at GDC I gave a talk about the user experience of level editors. I talk about Unity, Unreal, Hammer, The Creation Kit, and 3dsMax from a level designer's perspective.
    It just went live on the GDC vault for free: http://gdcvault.com/play/1023235/Keeping-Level-Designers-in-the
     
    edit: Though it's a bit easier to watch on youtube: 
    I would love to hear your opinions on it! Have you had the same experiences? Or do you know of level editors that were particularly awesome, or particularly bad?
  21. Like
    marnamai reacted to Corwin in How to break in the games industry - an insiders' guide   
    I'm participating in a lot of interviews for new hires at the moment so I think I can comment on this: in my experience, having extra stuff on a portfolio is never a bad thing, it's more about how you sell yourself as being primarily focused on.
    For instance, we sometimes get resumes of people who've been like: level designer, VFX Artist, Environment Artist, Game Designer... and then Level Designer only at his/her current position, and it's really hard to judge that sort of resume because you don't really get why the guy jumped around so much between different roles, how he could have managed to develop his actual level design skills by doing so many varied tasks, how much time he worked under each different title, etc. and you have to send extra questions or have a phone/skype interview to dig into those question marks (which takes time and some preparation so sometimes we can end up favoritizing another candidate with a more straightforward career path). But, more often than not, it's just that the person wanted to mention every little thing she's contributed to on each project: he was actually hired for and mainly focusing on level design, but because he had the knowledge and the company was small, he also did the extra vfx art and environment art etc. Which of course is totally fine, it would be stupid to penalize a candidate that's a good LD for having extra skills (commonly LD teams end up having a panel of LDs from different backgrounds/interests, like one is an architect, one is a historian, one is a photograph, one was an artist before, etc. and it's only better for it). It's just that it doesn't really come across like that from glancing at his resume/portfolio and may mean, in cases of many applicants or lazy/busy employees, that you get ignored, forgotten, postponed till after another candidate has had his interview, etc.
    So my advice would be to always tailor your resume and portfolio to the job you're fishing for. If you want a LD position, make it super clear you are mostly focused on LD and all the cool stuff you built and know etc. and add the extra skills as secondary instead of woving them all together into a mess that's hard to get an impression of. For instance, I'm usually an advocate for 'all on one page' portfolios (although it's not my role to tell you how to present your work etc.) and in that sort of layout I'd put the LD stuff at the top and the art, photography, essays, reviews, whatever related activity at the bottom of the page in what you consider the order of interest to a potential employer.
    In the particular case of your current portfolio, it would be slight touches such as renaming 3D Artist to something more 'humble' maybe, that shows that you don't necessarily consider yourself a full fledged 3d artist but have dabbed into that field and gain some very valid experience out of it; or increasing the font size of LD page links and decreasing the one for extra activities, or really fleshing out the LD page with lots of content and info so it's clear that this is your primary skillset, etc. In any case, I think you should do a new thread to get feedback on your portfolio in general, as I think there's some simple but efficient things you can do to make it a bit more 'professional-like' (fixing a few things like overlapping text (happens to me on chrome, see picture attached), filling up your process page or getting rid of it so it doesn't seem WIP, and adding a bit more descriptions/detail of your LD projects for instance)
    Extra note on portfolios though: from my experience, I cared a lot about how I would lay out my portfolio when I was looking for a job, but when I look at a candidate's portfolio, I rarely really pay attention to the layout of it or its aspect and go fishing for the content. I often only have a few minutes to dedicate to an application before I go: yes, let's do an phone interview or no, we have better candidates down the pipe or this one is just not what we're looking for. So portfolios in the end (again, in my experience) are really a case of 'I will only care about the aspect/layout if it really sucks'. I would prefer a Word document with pictures and descriptions in it that really manage to convey the candidate's strong points, experience (pro or not), specific skillset (MP, SP, MMO, Mobile, ...) etc. than a fancy portfolio with only nice pictures and nothing for me to dig my teeth in.
    Anyway, it's always a bit weird to advertize stuff like that because it can just lead to you being disappointed/or us put in an awkward position, but in any case feel free to apply as an LD at CIG Frankfurt if Star Citizen would interest you, we don't have a junior LD position open at the moment but in general we consider all applicants and try to dig deeper than what's on the resume to find potential diamonds in the rough, so if you're confident about your LD skills but have trouble getting employers to even give you a chance to convince them of your abilities, it MIGHT be different here (no promises of course, I don't make the calls, and I can be fairly ruthless during interviews). And if it only goes as far as a skype interview, that's always good experience to take, might give you the edge on a future interview.

  22. Like
    marnamai got a reaction from seir in How to break in the games industry - an insiders' guide   
    A lot of companies looking for leveldesigner state that they want someone with 3d experience, I find it hard to justify saying I have 3d experience without showing examples of it.
  23. Like
    marnamai got a reaction from Codename22 in [WIP] de_meat [Looking for gameplay feedback]   
    try a phys_ragdollconstraint, you can limit on what axis it is allowed to rotate and add friction for each axis, also the dust motes on some of the screenshots look way too big, looks more like snow.
  24. Like
    marnamai got a reaction from Tyker in [WIP] de_meat [Looking for gameplay feedback]   
    try a phys_ragdollconstraint, you can limit on what axis it is allowed to rotate and add friction for each axis, also the dust motes on some of the screenshots look way too big, looks more like snow.
  25. Like
    marnamai reacted to OrnateBaboon in [WIP] de_coast   
    Thanks for comments, encouragement and feedback!
    Been fixing some of the bugs people have mentioned, as well as addressing some of the crits that Andre posted. The 2004 grate texture was too much! Also added some more mountains to fill the emptier areas of the skybox so that the route to B has a bit more going on in the distance.


     
     
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