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PaulH

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  1. Like
    PaulH reacted to JollyHolly in Xbox series X   
    Man i am so looking forward to playing what you guys have been up to! Also, i am a huge fan of Fatshark and what what they are doing with Vermintide, that 40k title is sure going to be great! 
  2. Awesome
    PaulH got a reaction from [HP] in Xbox series X   
    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! 
  3. Like
    PaulH got a reaction from JollyHolly in Xbox series X   
    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! 
  4. Like
    PaulH got a reaction from blackdog in Xbox series X   
    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! 
  5. Awesome
    PaulH got a reaction from Zarsky in Xbox series X   
    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. Awesome
    PaulH got a reaction from Pampers in Xbox series X   
    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! 
  7. LOL
    PaulH got a reaction from FMPONE in PlayStation 5 Reveal   
    I'm 36 🤣  Maybe it's dementia then
  8. Like
    PaulH got a reaction from neptune in Cappadocia   
    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!
  9. Like
    PaulH reacted to blackdog in Star Wars Jedi: Fallen Order   
    Would you steal your mum's poop to play this game? 
    👌
  10. Like
    PaulH got a reaction from Dea in Andreas W. Yngvesson - Level Designer   
    PM'd you!
  11. Awesome
    PaulH got a reaction from MikeGon in Andreas W. Yngvesson - Level Designer   
    PM'd you!
  12. Like
    PaulH reacted to Tisky in Where do you start today, if you want to work in the gaming-industry?   
    Boys, i've installed hammer, done a mockup sketch of the map in Illustrator ( I have Illustrator and use it everyday so it felt like a better plan than paint) , started blocking out the map. Man i forgot how much fun it is! Also found a great youtube channel with tips, learned alot of new things!
  13. Like
    PaulH got a reaction from [HP] in Where do you start today, if you want to work in the gaming-industry?   
    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.
  14. Like
    PaulH got a reaction from blackdog in Where do you start today, if you want to work in the gaming-industry?   
    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.
  15. Like
    PaulH reacted to Beck in Where do you start today, if you want to work in the gaming-industry?   
    Most of what I'd look for has been covered here already. Key things I look out for when combing through portfolios:
    Use of different game engines - More often then not you'll be joining a studio and using either their own engine or a modified one. If you can show you can transfer your skills from one engine to another (thus reducing the amount of training time you'll need when joining a new studio) it'll be a big bonus. Basically, don't just make CS:GO maps. Ability to work on different game types - This kinda relates to the above but if all you're making is CS:GO maps (sorry to pick on CS:GO :P) then you're probably not going to be considered for a puzzle/racing/adventure game potentially. If you show you can create levels for different game genres it'll really help you out. For example make a race track in Trackmania, then go create a Portal 2 puzzle level, maybe create a Fallout 4 dungeon then go create a single player mission for your favourite shooter with their in-built mission editor. Using level layout to create different gameplay - It's nice to see some variety in level layout. Try something new in a CS:GO map which breaks away from the typical 3 lane structure. Maybe a level which predominantly focuses on height variation. Perhaps the Portal 2 map you create can focus on precision shooting and the timing of portals being placed. The Trackmania track you might create could use split/multiple paths to give players more choice rather than one set path? Tell me what didn't work - A lot of the time what you create might not be the best level ever. And that's totally fine. But don't hide it away at the bottom of your portfolio or remove it entirely. If you can critique your own work, say what went wrong and what you might have done to fix it it'll show understanding and show employers how you might tackle problems during development. Keep portfolios short and sweet - Kinda contradicts the above point but don't make a portfolio page about a particular level really long. Game devs are often busy people at the quietest of times so we don't have time to read essays on every aspect of your level. Show us the key gameplay features, maybe a quick level playthrough video and keep any text short and to the point. This normally helps with interviews too as it leaves us something to ask you. Like: "You touched upon reasons why you didn't like this section, could you expand on what you might do given the chance?" "You mention bombsite B was always hard to retake in playtests, how did you overcome that?" We don't expect you to be artists - Don't spend forever trying to make your level look super amazing art-wise. You're not expected to be an environment artist too. So long as you've shown considerations for how the level might be dressed or themed then that's often enough. Mood boards are good and some basic dressing to help sell that in the whitebox is cool too. Resuse assets from games as much as you can. I agree with what others have posted. If you don't know any 3D packages right now then just focus on in-engine tools. They're more than good enough to whitebox a level. But if you do know a 3D package it'll be a nice bonus on your CV. At Rebellion we let people use our in-engine tools or a 3D package (Max, Maya or Blender) when building their levels.
    TL;DR
    Give your portolfio variety Don't waffle on too much (Like my post :D)
  16. Like
    PaulH got a reaction from Tisky in Where do you start today, if you want to work in the gaming-industry?   
    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.
  17. Like
    PaulH got a reaction from Tisky in Where do you start today, if you want to work in the gaming-industry?   
    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...
  18. Like
    PaulH reacted to Tisky in Where do you start today, if you want to work in the gaming-industry?   
    I actually know basic 3Ds max, i guess it doesn't hurt to know it to a degree where you can make your own assets if needed. Knowledge is power 😁 
  19. Like
    PaulH got a reaction from Tisky in Where do you start today, if you want to work in the gaming-industry?   
    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. 
  20. Like
    PaulH got a reaction from [HP] in The Outer Worlds (Obsidian)   
    It's still a 20-30 hour game depending on how much time you want to invest in side content. But more manageable than some other RPG's sure
  21. Like
    PaulH reacted to Tisky in Blizzcon 2019   
    Noice HP Easter eggs!
  22. Like
    PaulH got a reaction from blackdog in Call of Duty: Modern Warfare (2019)   
    I have to say that I agree with quite a few of the points raised in Blackdog's video. The maps don't seem to support my typical play-style (run and gun) and I've found myself having to revert to camping just to get some kills, mostly because it's what everyone else is doing. Also it's entirely possible for your team to get trapped in their own spawn area on a number of the maps. It's a difference between the Infinity Ward and Treyarch approaches to map design that I've noticed over the years, and always found myself favouring the more expansive environments that the Black Ops series provided. 
     
    As a disclaimer, my opinion is only based on the 6 or so TDM maps I've played, as none of the others are coming up in the rotation currently (only Azhir Cave, Hackney Yard, Gun Runner, Piccadily, Rammaza and St Petrograd come up regularly. The Palace one has appeared once in the last few days. I have yet to play any of the night time maps, or any other mode outside of TDM). 
  23. Like
    PaulH got a reaction from blackdog in Call of Duty: Modern Warfare (2019)   
    Totally get that, think as we get older we're all in the same boat. Most of my game time is limited to my lunch breaks at work nowadays!
  24. Like
    PaulH reacted to [HP] in Call of Duty: Modern Warfare (2019)   
    Played a few hours last night, made it past that London house raid mission, which is a really well done mission! I couldn't put it down, the campaign is well done and even though it doesn't do anything extraordinarily original, it does what it does relatively well.
    I personally prefer games that demand a little bit more of the player than just move forward, and shoot anything that moves, but I feel CoD finds itself confined to those restrictions, it's the "genre" it lives on and dominates, but they did try to dabble and pepper it with some different things like player controlled air support, player controller RC Planes, drones, etc.
    The pacing and the level design is pretty good but as linear as you can expect, even though I still miss things like health packs and other elements that incentivize environment exploration, they did a really good job with the formula here. 
    The PC version is pretty good too, my gfx card isn't exactly brand new (geforce 970), and I'm running it all on max settings, including AA and the FPS didn't drop bellow 60 once. So it seems like both the PC and Console versions are performing really well.
    All around, this is CoD going back to what made CoD popular, and it does so with style. Seems like that the campaign is only around 6 hours long, which for some can be a negative point, but for me it's a positive, I much prefer short and sweet experiences.
  25. Like
    PaulH got a reaction from [HP] in Call of Duty: Modern Warfare (2019)   
    Anyone playing this? I thought the single player campaign was the best it's been for many years. Nothing too 'out there' within it but back to basics in a good way, and the visuals and effects are outstanding on PS4 Pro. Multiplayer is good fun so far as well, if a bit orientated towards camping, and the map rotation seems broken (with only 4 or 5 of the maps ever coming up in TDM, there's a fair few I've yet to play)
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