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Everything posted by coulianos

  1. coulianos

    Some NS2 stuff

    Looks really cool!
  2. I meant Beast and lightmass (UDK). Beast is available in Unity 3.0 which i currently own a license to. I didn't make a super-scientific-programmer evaluation of them though, i just played around a bit, but i think they are pretty comparable, but i guess it depends on the implementation as well. Ah fuck it
  3. Don't hate on Lightmass. It's pretty amazing. I'm sure CE3's GI beats it since it's in real time though. CE3 GI is one bounce only tho (Can I even talk about this? ), whereas on Lightmass or The Beast, you can render various light bounces, having realistic color bleeding throughout your environments. But their not realtime, of course. I have actually done some evaluation between the two and they are pretty much comparable. There is no obvious difference in quality or feature set.
  4. Great layout and all the information is there, just add content and you'll kick ass .
  5. coulianos

    Indie game : Ayla

    Hehe, thanks man. It's very fun and rewarding to make them as well, they serve as some sort of personal post-mortem as well. They also helped me A LOT when getting a job .
  6. Really awesome, I spread the word to my classmates back at Futuregames .
  7. coulianos

    Indie game : Ayla

    Yes, and all three projects from Futuregames actually got to the final!
  8. coulianos

    Indie game : Ayla

    Hello, just wanted to announce that Ayla won second price in indiedb's unity contest which is a unity pro license worth 1200$, YEY! http://www.indiedb.com/news/unity-givea ... st-winners
  9. coulianos

    Indie game : Ayla

    Thanks! Prior to the project i had no experience what so ever and I barely knew how to write a function in any other programming language for that matter. Both me and Mathias dont really know how the hell we managed to code the whole thing without knowing anything previously.. Hehe Most people who has looked at our code says its totally unreadable, but hey, at least we know how it works!
  10. coulianos

    Indie game : Ayla

    Thanks Sarge! Thank you for the feedback. Maria, barely had any previous experience with animations, but really wanted to learn more about it. And even if the animations are a bit iffy she did a hell of a job and did so much progress is so little time. The final animations really were lightyears of progress compared to first iteration .
  11. coulianos

    Indie game : Ayla

    Thank you very much. Yes, I studied at Futuregames Academy (which is not a university but still government funded) where I study game design, so the group was setup by teachers. It was one of the most valuable projects I've done. It's almost sad I just recently got a job at Starbreeze so I can't finish the education, it was really great and I learned so much there.
  12. coulianos

    Indie game : Ayla

    Hi guys just wanted to show off my last project Ayla made in Unity. I did game design, programming and level design together with 7 friends during 5 weeks of development. Basic info: Ayla is a causual 2.5D platform and puzzle game designed for platforms like Xbox Live Arcade, PlayStation network and Steam and is powered by Unity. The Gameplay focuses on gravity and the players ability to manipulate it on either the main character, objects or entire areas. Demo and trailers where developed during a 5 week period. The demo is about 10 minutes long and introduces the different game mechanics one step at a time to make it easier for testers to evaluate the product. Developer video: More info can be found at my portfolio: http://filip.coulianos.se/
  13. Oh, ofc, I'll look into it right away. Thanks.
  14. Hi guys, I've updated the portfolio by adding some minor artistic touches as well as added two more portfolio pieces and embedded the youtube into the website using shadowbox. It would be great if you guys had feedback regarding theese things . Thanks www.filip.coulianos.se
  15. coulianos


    Hello guys! Finally finished the Technodome. It's not too friendly on an old computer due to openness and isn't compiled with LDR for filesize reasons. Hope you enjoy it! You can watch a youtube presentation over here: Download: http://www.filip.coulianos.se/files/dm_technodome.rar Big thanks to Pontus "Pomperi" Karlsson for modelling and texturing the bombs.
  16. Hi guys, just thought you might be interested in reading the Decadence Postmortem. It's 41 pages of unique insight to both the development team and the process. Here's the news: http://decadencemod.com/forums/viewtopic.php?f=3&t=523
  17. Oh, thanks guys, ill fix the the link. Ive just recently moved from Gothenburg to Stockholm so I haven't had time to have a look at the post.
  18. Btw, heres a beta of the level: http://www.filip.coulianos.se/files/dm_ ... e_beta.rar Please shoot me for any mistakes/bugs/sillyness I did with it.
  19. Yes, i was very inspired with drift as i did the technodome... Until i added ww2 bunkers, bombs and other crazy stuff! I just added the energy cell and its socket. Just finished the energy cell and its socket. Its pretty much standard sci-fi. Its done old school; hand painted texture with only low poly model. No spec or normal so save filesize. The pic is just a screenshot from maya with fullbright.
  20. Hello guys! Heres my current project; dm_technodome. Its a hl2dm level with custom gameplay mechanics and a few custom props. Gameplay: The Technodome has a gameplaymechanisc similar to Crossfire and Runoff, however with a slightly different touch. There are three Energy Cells placed around the map that players can pick up with the gravity gun and put into three sockets. When all sockets are full a door opens to the safe room and a bombraid starts. The bomb raid works as falling from the sky of the level and hits certain areas of the map randomly, so players have to watch out as they run to the safety room. The bomb raid ends with a nuke similar to runoff and crossfire, but players who managed to get into the safe room survives and score 5 frags. The energy cells can also be used to spawn the RPG and crossbow at two locations on the map and to block a path at one of the bunkers seen on the first image to get a tactical advantage. To help players know how many batteries are put into the sockets i implemented a HUD-element using env_screenoverlay. Here is a shot (you can see it in the upper left corner): Layout: The layout is similar to crossfire in an abstract sense; there is the main area which is very open and with lots of vertical shootin'. The second area is were players have to run through to get to the place were they put the batteries into the sockets (last image). This area is usually not very crowded. The level is quite small in size and is most fun with 4-6 players. Screens: The bomb you can see in the last image is made by Pontus "pomperi" Karlsson. I've been playtesting the level quite a lot the past 4 weeks and its really fun. I hope to release a beta you can try out soon. Please let me know what you think <3. Beta download: http://www.filip.coulianos.se/files/dm_ ... e_beta.rar
  21. I actually missed the categories at first. However I found the categories the second time i had a look at the folio, so I strongly agree with your suggestion.
  22. coulianos


    Congrats for winning the price! However I would have made the sprites much more transparent.
  23. Other than what bl1tz said I have one remark. Why are the thumbnails of your work so small? You can barely see what they are. Its the images, your creations, that should take up most of the space in a portfolio! I think you should re-design your portfolio to put more focus on the content.
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