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Everything posted by Corwin
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If CIG organizes a trip there I might go just to meet people, but I've little interest in standing in line for hours to play overrated games I could just wait for. Also the loud music and bikini babes gets old fast.
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Yeah, she's annoying, and I keep getting the impression that when I play her I can't slow people down for shit, but when she's played against me, I freeze in like 2 seconds. It's a conspiracy! I think the annoying part really comes from the freeze effect being a bit fuzzy in terms of feedback and progress etc. and the fact that once you're frozen either by her or her ultimate, oftentimes you're basically already dead but waiting for it to happen, and that's not a very enjoyable situation. At least McCree's stun is shorter and you don't get this 'oh crap, here it goes again, now she's going to get close and aim at my head dead on and I'm going to die' stretch of a few seconds
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I am actually a tad disappointed, since there is luggage in Numbani with stickers from most of the locations of the game on it + one of 'The Nile' I thought there would be an extra level before the end of the beta
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12 I think from the description on the bnet store (bought my game today, first time in years I believe that I buy a game early, let alone day one)
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truer words were never spoken, praise the internet messiah!
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I still think 2 or 3 characters are a bit OP, at least in how versatile or frustrating they can be against most other classes, like McCree's stun and 6-shots-in-a-row combination (although I heard they nerfed that a bit, but I haven't played much since) and Hanzo's scatter arrows they he can just shoot at the feet of most non-tank enemies to one-shot them. But yeah, in general the fact that around 20 characters with totally different abilities combine so well outside of a MOBA is quite impressive. I usually play Reinhart, Winston, Lucio when no-one takes a healer or to do those nice push kills in maps like Illios, and I'm starting to like Zarya and Junkrat too. Zarya is hard to play because you have to time very precisely the shields for max effect but she kicks ass once fully charged and her ultimate can really save the day (+ auto regen is nice when healers suck in your team)
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Case Study: Dark Souls 3's Tutorial & Attempts At Increasing Accessibility
Corwin replied to soultron's topic in Level Design
Nice one man! I liked the presentation and diagrams too, very clear and clean. Good job! -
Holy crap, even my main PC at home can't run the editor properly, it's not a beast but I thought it would be fine since it runs the CryEngine editor alright. I think I might have to pass on the contest, opening the editor takes 3 minutes and dragging in a textured mesh from Chill froze the editor for 5 minutes... I'm probably lacking in the memory and HDD department
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Epic Games & Mapcore's Unreal Tournament Level Design Contest
Corwin commented on Sprony's article in Special Events
EDIT: Meh, I was ranting a bit about the prizes being quite low compared to the potential amount of work involved but that's not really constructive. It's a good excuse to try out Unreal at least, and as Chris and FMPONE mentioned, it's a great experience to work on a mode not fully fleshed out -
Push & Pull - The art of guiding players through an environment
Corwin replied to Corwin's topic in Level Design
I'm afraid there isn't a compilation of all the parts into one document, you'd have to print each part individually and the pictures may be a pain (maybe disable them). -
Push & Pull - The art of guiding players through an environment
Corwin replied to Corwin's topic in Level Design
Thanks guys! -
I grew up tired of my old portfolio and did a complete overhaul of my portfolio and converted it to wordpress to add articles and shit more easily/with better format and less manually editing html files. http://www.clement-melendez.com/portfolio/ I know there are small issues on certain phones with the format, I'll look into that when I have access to a smartphone.
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Hey all, Because my busy life doesn't allow much time for side projects and thus doesn't satisfy the urge of doing something constructive, I wrote a multi-parts article about guiding players through environments (a subject that fascinates me greatly.) Push & Pull - The art of guiding players through an environment 1. Introduction 2. Facilitate mental mapping 3. Influence via composition 4. Lure with affordance 5. Drive with goals & narrative 6. Communicate through a language 7. Direct with restrictions & cameras 8. Show with UI elements & cut-scenes 9. Conclusion I intend to tweak and improve the article if needed so I'd be very interested to hear your thoughts, criticism and feedback! Hope you like it!
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This game is superb, I haven't been hooked on a MP game for many many years and this did it in a couple playsessions. It's addictive, but the right kind, not the skinner-box/titillating-the-right-parts-of-your-brain-to-manipulate-you addictive, it's just freaking good. Also you know your art direction is awesome when you barely notice the difference between Ultra to Medium/Low, it doesn't impact the aesthetics of the game much at all
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Got promoted to Senior LD last week, woot!
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Consensus seems to be: Go for it if you've got a good touch with a recruiter who you respect, and you don't think you can get a decent job on your own. Otherwise, downsides and risks outweigh the benefits. Also flee the aggressive ones that track you down through LinkedIn
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It's CryEngine, just a recent branching off of it. Good thing is that expertise with those tools may be about to become more widely useful than just the handful of companies using the CryEngine so far
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I'd love to hear how you got 2+ years of experience on a full-time job in the industry at 15!
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Need to find a new vein of motivation for personal projects.
Corwin replied to ElectroSheep's topic in Off-Topic
Scary how closely it fits how I work too. Solving problems I don't think really take away motivation, just channels it onto something else, and I'm often more actively trying to solve problems or fill in gaps in my thinking than actually building things. But when I know something is too ambitious or too complex or I am stuck with something not quite right but not real way to fix it, then to move forward without knowing the path to the destination or knowing the destination is flawed is what kills my motivation. And obviously breaking down problems also helps a lot with keeping this feeling that you're achieving something. Like if you have to tackle a super complex system/scene/whatever that you won't be able to test or show before you've spent months on it, it's usually better for motivation to manage somehow to compartmentalize that process in smaller bits you can feel like you're making progress on. E.g. I was coding a 2D terrain system lately and got too deep into trying to build all of the tools and debugging and all that along with the basic things like just assigning a texture and rendering it and testing collisions. By breaking it like that I could have a character run on a simple terrain with texture, and then move on to all of the neat tools and workflow improvements. Feels more like I am going somewhere. -
I think it's a bit rich how the narrator keeps saying that "in HIS mind" that's what makes doom rich etc. because this video is a total rip off of this http://www.worch.com/2014/03/23/decisions-that-matter/ Sure he linked it in the description, but still
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I am also fairly reluctant about headhunters in general, mostly due to similar attitudes and stories as mentioned by others. The greatest ones are when you get a job offer for something that has nothing to do with your job except some words in the title, like being a "Building floor-plan designer for an architect firm building stuff in Dubai" or "High-level furniture designer" because you have "Level", "Layout" and "Design" on your linked in profile... Nice work search bots! Anyways, I suppose it depends on the case and it's probably better when you're the one looking for a decent recruiter rather than them pestering you to make money off your back. Bear in mind though that having to pay extra money on top of your salary for the recruiter may put off the potential employer a little bit, or play in the decision of what salary to offer you. I have no idea how much they take though, and if it makes such a big difference for successful studios.
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About mixing JS and C#, my understanding is that it is possible but a bit messy because you have to understand script compilation order See here: http://docs.unity3d.com/412/Documentation/ScriptReference/index.Script_compilation_28Advanced29.html EDIT: Maybe this one is clearer: http://docs.unity3d.com/412/Documentation/Manual/Scripting.html Good luck, unity is nice but can be a bit weird sometimes to get to think within its boundaries and work around its limitations
