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PaulH

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PaulH last won the day on July 17 2018

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  • Real Name
    Paul Haynes
  • Employer
    PG - Xbox Game Studios
  • Job
    Senior World Designer - Fable

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  • Website
    http://paulhaynes.carbonmade.com

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PaulH's Achievements

  1. I mean, it's a childish thing to do, but I'm still surprised by the 'epically pwned' nonsense
  2. Can't say I spent a lot of time gaming this year, it didn't feel like there were many huge releases to get stuck into, not until later in the year anyway. I played a lot of Warzone, which I enjoyed, then played TLOU2 which I didn't, so much. AC Valhalla was ok - far too long though. I'd give my GOTY to Cyberpunk, really enjoyed it despite the bugs.
  3. Surely if anyone can finally make another good bond game (after Goldeneye) it's these guys with this engine. If they stick to the subterfuge and the hiding-in-plain-sight of the Hitman series, but with bond's gadgets, it could be class. I just hope they don't feel the need to put in an awkward driving section.
  4. I was all about the 360 but then switched to PS4 for last gen, this time around am switching back to Xbox for the Series X (as I don't need to pay for Gamepass Ultimate but would have to buy a PS Plus subscription). I will get both though, probably just not going to get a PS5 until later next year when some of the big exclusives start to come out (Horizon ZD maybe), and it should be cheaper by that time. It's strange that neither console has any big hitters in terms of exclusives for launch, but am looking forward to playing Valhalla next week and COD the following weekend, and might also pick up Ghostrunner.
  5. Was great to finally be able to officially announce the development of Fable during the showcase Stalker 2, The Medium and Avowed all piqued my interest, exciting times ahead!
  6. No one likes the design? I think it looks pretty smart, though I agree it seems too big.
  7. Love the theme for this, my wife and I had a wedding ceremony in Istanbul wedding last year and we went to Cappadocia for a few days after, lovely place. Looks like you're doing it justice!
  8. This was a cool level, it was a shame they attached such terrible music to it though
  9. Hey guys, more Level Design positions available on our RPG project! Looking for people of all experience levels. Here's the summary, let me know if you have any questions, or apply here! Playground Games is looking for a Level Designer to join our RPG team. As a member of the design team on a AAA title, you’ll take responsibility for large sections of the game's level design. You will be a part of the level design team on our open-world action RPG AAA title. You will work closely with narrative, environment art and quest design to develop the vision of open-world environments. You will be responsible for designing and implementing level designs using 3DS Max to build and iterate them into high-quality console environments. Skills summary: Experience working in a Level Design position on at least one published title An ability to develop lasting and productive relationships in a collaborative team with diverse perspectives Experience with at least one 3D software package or level design tool A track record of quality in your previous work demonstrable with portfolio materials Knowledge of key level design concepts Excellent written and verbal communication skills Proactively seeks to resolve issues A genuine passion for games This is a fantastic opportunity to join one of the world’s most exciting games studios, using the latest technology to create world class games, within a successful, highly talented and collaborative team.
  10. I don't disagree with you. I was just pointing out that learning 3D Max can still be beneficial and not a complete waste of time, from the perspective of a level designer working in the industry, on an open-world game, and using it professionally. When it comes to learning level design there's definitely many ways to approach it and many tools that are valid.
  11. Sure, it's still by no means a requirement for many places of work I would think, but definitely doesn't hurt to have working knowledge of it. Your original question is of interest to me too. When I was learning I too used Hammer/Worldcraft and early versions of Unreal to create levels for things like HL2, Unreal Tournament and the SWAT series, but I found myself wondering recently what games people use to learn nowadays. Seems like CSGO is still an option, but what else...
  12. Not currently no. Our level design job role description specifies that the user will be working with Max so we expect applicants to have knowledge of modelling programs.
  13. Not entirely true HP! I started working in the industry making racing games, and purely using 3DS Max to design /whitebox the tracks (this is still the case at both Codemasters and Playground Games on their racing projects). At Crytek I was using CryEngine to make multiplayer maps, but it helped to know 3DS Max to add my own models to some of my whiteboxes (granted, it wasn't as beneficial during some of the projects in this period). Same thing when it came to whiteboxing in Unreal for the projects I was involved in before moving to Playground Games. Here at PG, I again currently use 3DS Max as my primary tool for whiteboxing content, and our level design test is currently based in Max as well. So I'd say having the ability to whitebox in such a program would be beneficial, not least because the tools within a lot of contemporary game editors are similar to what you'd find in Max anyway, when it comes to manipulating blockout geometry.
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