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slowdevelopment

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Everything posted by slowdevelopment

  1. Awesome idea!
  2. Catching up on some stuff, playing Valkyria Chronicles, Fallout: New Vegas, and Halo Reach
  3. Tutorial challenge sounds cool
  4. Just thought I'd update this - working at Treyarch now!
  5. @potkinrot Love those screenshots, especially the first two! What are your goals for the mod?
  6. YES Game Art Student Bullfrog is amazing.
  7. If you're looking for schools that are focused on getting into the industry, here are a few of the top ones: The Guildhall at SMU - http://guildhall.smu.edu/ Digipen - https://www.digipen.edu/ Full Sail - http://www.fullsail.edu/about I personally went to the Guildhall and can confirm it works. It's focused on practical knowledge and projects that develop your skills, the curriculum is designed and taught by people from the industry and you learn a lot.
  8. For personal projects I usually do a little sketching on paper ahead of time to brainstorm, figure out some key gameplay ideas, etc. When I get some sketches that feel like they could be a good start, I go to the editor and whitebox. The whitebox always goes through a lot of iterations; I'll load it up in-game and run around in it whenever I add anything new or make a change, trying to put myself in the mindset of a player. At some point in iterating the whitebox I'll branch off a copy and start adding textures, props, decals, etc. to demo visuals and make sure they fit with the shape and dimensions of the map. Eventually the whitebox stabilizes and then I'll spend a few weeks on visual passes, lighting, vfx, etc. For professional work it very much depends on the individual project. People can be assigned to work on levels at any point in development and you may have to do any combination of sketching, level building, scripting, and prototyping what you need art assets / lighting / vfx / sound etc. to do in the level to help communicate with respective disciplines. The job includes maintaining the level's vision on its own and within the context of the game, solving design problems with a cross-disciplinary team, as well as things like scripting, building and fixing bugs.
  9. Hey, This is my first Payload Race map. It's to the point now that I'd like to start getting people to try it out on servers. Would appreciate any feedback! DOWNLOAD LINK: http://ghenryschmitt.com/downloads/schmitt_plr_dmz.zip [attachment=2]tf2_dmz_overview.png[/attachment] The tracks run parallel through a central rocky area, then the invading cart has to be pushed up a fallback ramp and along the top of a wall (which the defending cart goes through), before getting to the target point which is in an open area in front of the enemy base. [attachment=0]tf2_dmz_process_2.jpg[/attachment] Early whitebox shot overlooking the central area. When I started making this map I was planning it to be a tug-o-war with the cart on a single track, but then decided that Payload Race would be more dynamic. I began with an overall idea of the height variations of the terrain and the path the cart would take - after establishing basic dimensions in whitebox I started adding cover in the central arena. My goals were to ensure a good range of engagement distances, set up local situations where various classes could get advantages against different ranges, and also set things up such that you need people reporting from at least two positions to have full info on where the opposing team is advancing. [attachment=1]tf2_dmz_process_4.jpg[/attachment] When I felt like those goals were being met, I started carving passages along the sides of the level to enable flanking and strategic retreats such that a flexible defense could loop back around their key points while appearing to fall back. I then did a basic art and lighting pass on the map to make sure the visual style works. Now letting it breathe and I'm going to wait for testing feedback before doing another pass. What do you think?
  10. Cool levels! Liked the attention-grabbers with the panels!
  11. I'm mostly wondering about the layout, since I'm going to add more stuff. :derp: I was thinking one way to approach it might be to have the images in the gallery link off to individual pages on each game, and maybe put up 7 or so of the best screenshots I can find for the two shipped games I was on. Then I could use the devblog to just talk about personal projects. Does that make sense to people?
  12. Hey everyone, Could I get some feedback on my new portfolio layout? I have a lot of ideas for things I can add / change, but not sure which direction to go at this point. Any feedback would be great. http://ghenryschmitt.com/ Thank you!
  13. Looks really cool! I like having the central point under the rocket exhausts - is it going to periodically have a count-down / engine test and force everyone to leave the point?
  14. Only saw this today. Still might have tried to put something together if I could do it in HL2.
  15. Cool stuff man! I like the transforming aspect. It also was nice to have the alternate solution of jumping up and throwing the cube into the funnel. Demo link: http://dl.dropbox.com/u/27774967/thecubedemo.dem
  16. Thanks, I just reuploaded a version that seems to finally fix the issues with the portal alignment at the top of the chamber. I also changed some brushes that may have been interfering with the box dropper.
  17. Congrats Chimeray!
  18. btw G. Henry "Slowdevelopment" Schmitt - Volition http://www.linkedin.com/in/ghenryschmitt
  19. Thanks, the demo was really useful! Updated the map - latest version is now at the same link above. I also updated the screenshots. The steps should be more noticeable now, the water is transparent, and I added a convenience for being able to portal down from the final segment if you need to go back and move the cube again. There are also various minor visual updates. There's still that problem with the portal on the panel at the top of the chamber only getting placed correctly when fired from certain angles. I'm trying different ways of fixing it, hopefully will be able to get it sometime this week.
  20. Congrats Vivi!
  21. Hey, This is a testchamber I'm working on for the Summer Mapping Initiative. If people want to give me feedback on it, try to break it, etc. I'd appreciate it! Also, if you know how to use the record demo console command in Portal 2 and want to send me the demo of your playthrough, that would be extra-useful as I want to see how people approach solving stuff. :derp: To run: 1. Create a folder in 'Portal 2\portal2\' called 'addons'. 2. Place the .vpk file inside the addons folder. 3. From the console type "map Schmitt_Overgrowth_Beta" http://dl.dropbox.com/u/27774967/Schmit ... h_Beta.vpk THANKS! Changelog: V0.1 - first version of map v0.2 - made stairway on third level more noticeable, added convenience for returning to lower levels from the end if cube needs to be repositioned, added foliage, made water at base of testchamber transparent, various minor graphical tweaks, added glados line v0.3 - fixed portal alignment issue at top of chamber, fixed brushes that could have interfered with box dropper entities, lowered box dropper and made box target into convex displacement map to reduce the likelihood of it bouncing away
  22. Here's an entry in Portal 2. It's a musical lock based on the first couple notes of the tune the turrets sing. http://dl.dropbox.com/u/27774967/GC_door_3penny.zip [attachment=1]gc_door_060000.jpg[/attachment] [attachment=1]gc_door_060000.jpg[/attachment]
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