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The Horse Strangler

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The Horse Strangler last won the day on November 27 2018

The Horse Strangler had the most liked content!

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About The Horse Strangler

  • Rank
    Horse Strangler
  • Birthday 12/30/1991

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  • Employer
    Respawn Entertainment
  • Job
    All the things
  • Location
    The Moon

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  1. It's ya boi, once again: Yung Student Loan Debt with another map. This time for Team Fortress 2! I've been cooking this one for a while now and I'm extremely proud of the fact I've somehow managed to revive it and release it. Big thanks to @TanookiSuit3 making that resurrection possible! This is a "event" map, so the vanilla (non halloween themed) version is coming sometime in the future, but for all the details you can check out the pasted description down below. WORKSHOP LINK
  2. Ooof. I'll check out what happened to the links, thanks and sorry guys!
  3. Ahhhh snap, we tf2 bois now. Thanks for reviving this old map of mine dude, glad to see it again. Wish I had more time myself to get back to making maps for fun.
  4. Awesome work to see here guys! I've spent many hours in some of the environments. As always mapcorians hitting it out of the park. Also Fjell best map of all time? Best map of all time.
  5. Ty Shawn, that's actually where I contributed the most art
  6. Hello Mapcore peeps, it's ya boi Horse Strangler aka BananaSandbags aka BillGatesFan69. Been working on this one for around two years now with the talented folks over at Gunfire Games. The game releases tonight (at the time of writing this post). Darksiders 3 is a Adventure/RPG hack and slash. A lot of the art here focused on a semi-stylized PBR look. It's not quite Blizzard hand painterly, but it's seen a lot of inspiration from it. Was a fun time transitioning that look and style to a pbr heavy engine like UE4. I plan to do a writieup of some of the interesting art challenges we faced working on the game for the site in the near future, so keep an eye out for that one!
  7. I agree with poLemin and Grapen. Contest should be shorter this time around, HARD final deadline, and fresh maps. I think this helps to provide a solid lesson in reigning in scope and ambition. It requires designers do more planning early on on paper or docs, which I think is a healthy workflow we should promote via those rules. Secondly on judges, I also agree they shouldn't be allowed to enter. I know we had a discussion yesterday about who constitutes as staff/judges. I think that's a tricky subject to narrow down, but I do think staff should be allowed to enter if they aren't judging. I realize that staff members could have good relationships with possible panel members, but I think we should assume that the critique and feedback would be fair to all. Lastly I believe the judge panel should be made up of industry artists and designers. I think this is ideal over including personalities or "popular" members of the csgo community for several reasons, tho the major three that come to mind: Feedback from industry designers can provide both major motivation and critique to a layout. Even if people lose, it's still a big win to get that kind of attention on your work. Industry designers will be able to articulate why a layout works, or doesn't work. Why this art is too busy, or too empty, etc. They'll be able to provide feedback in ways that can continue to help improve the entries beyond the contest duration. By this I specifically mean how impact the feedback is, and not so much actually continuing to give feedback after (that's their discretion) Obvious one is that aspiring artists and designers ultimately want to get into the industry and while feedback doesn't specifically constitute confirmation on that path, it put's entrants on a path that takes them there. This will help to allow mapcore to reach out to a wider professional community. It also allows industry members to keep an eye on promising talent that ultimately they may have interest in hiring. This is partially why polycount, RTVFX and so on are bringing big numbers to their contests. There's some other bits I will post later that are on my mind, but I want to see more public responses first on how others feel.
  8. No vive atm. 100% oculus exclusive.
  9. Hey guys, been working on this over at gunfire games for a while and we recently released it last year in november. (#recently) We're now allowed to post stuff about it, so I thought it be cool to do a little art dump on it. I didn't specifically make any assets for this game, but did a lot of level design, art passing, lighting, and general composition. FOS is a game shipped on the Oculus, and was my first serious VR title. It was certainly a challenge working with considerably lower budgets (our target frame time is under 9ms I believe per eye). FOS is a hybrid rogue like with fps and loot based mechanics. It sees you piloting a ship across the galaxy, and running into random threats and encounters, including being able to board other ships that all are randomly generated and unique. As a result our job was to make a lot of puzzle piece type sections that could fit together, and seem continuous and whole.
  10. Sup peeps. Just finished another csgo map with buds @'RZL and @MaanMan. We've been working on this one for a good while now, maybe since December of last year. It was challenging at times, but we're finally happy to put it out there. WORKSHOP LINK Do you hate it, do you love it? Not enough sand? Let us know.
  11. Some old work from junction, and also some new stuff:
  12. Composition is on point. Excited to see the end result.
  13. The wear and tear on the models and wallpaper look GUUUDDD
  14. Yeah I think one of the main things is just lack of spec and phong. There's not much directionality with light sources, so a lot of stuff is reading flat or neutral. There's some other stuff that looks pretty low poly in the 2nd screenshot, but i figured it's just placeholder stuff.
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