urgaffel
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Everything posted by urgaffel
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I'm starting at Codemasters on Monday so I'm out of the Rebellion
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I'm guessing that depending on what happened to the assets when Grin went under, it could be sold to another studio, such as Outbreak. Usually when a company goes down and it has debts, assets (both physical and non-physical such as ips) are sold to pay those debts and I'm guessing that the editor and engine would be part of those assets... But what do I know
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I work as an environment artist at Rebellion. Sitting next to Rick_D so if anyone wants me to punch him, let me know
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How to break in the games industry - an insiders' guide
urgaffel replied to Furyo's topic in Creative Chat
Defrags advice covers art too, to a large extent. Solid advice there. For the website, something that is fast and easy to navigate is the most important qualities. It helps if it looks good too. The reason is that people who get sent cvs will probably be looking at quite a few sites and if you can't get to the images straight away chances are that whoever is doing the looking is going to be annoyed. And you do want to try and keep them happy since being annoyed makes it easier to find faults with your work Flash is usually a bad idea and personally I'm in two minds about lightbox because you can't save images from it. This is probably not all that important to someone who is looking at your portfolio to determine wether to give you an interview or not but still, something to keep in mind. Having said that, it's an elegant way of displaying your images. A blog or wordpress is ok I guess but if you can create a nice gallery, all the better. Peris website is a good example, as is PhilipKs (yes, they are similar but I like them both). -
Peris, true, it's got some issues in places with really low res textures sitting next to nice high res ones but I think the overall effect they've achieved is fantastic. The lighting, pfx, sound and environment design all work together so well that when I was playing it, I was pretty much blind to the faults. It's only now that I'm playing it a second time and taking the time to look at the environment properly that I see these things Dux, when I get Doom 3 I'll add some screens from that too. Unless you want to take a few good ones I can use? I'll put your name there and a link to you if you do ^^
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Hehe no worries, it's all good. Yeah, seeing those screens makes me remember how awesome I thought Doom 3 was back when I played it. I really need to get that again now... And I'm going to get better screens from Dead Space too, I still think they did a great job of metals in there. It's just hard to show off since you can't show the light playing on a surface with a still *edit* Took some new screenshots, hopefully these will be a bit better? ;P
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Hehe, I'll have to get Doom3 again and get some screens then! Don't want to nab them off of google image search... But yeah, Doom did do metal very well, how could I forget that? As for Dead Space, it looks great in motion. I didn't spend that long trying to find a good place to take some screens... Shame on me. I should revisit that. Thanks Helder, glad to hear it
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Updated the blog with that metal surface text. Slightly edited and extended version! http://environment-artist.blogspot.com/ ... faces.html
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Thanks Adam. I'm going to change the layout of things so there will be better info and less repetition. As for the gun, since I'm an environment artist, I would probably not be the one who modeled it
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Yeah, that's what sort of what I have in mind for my new layout, the thumbnails will all be on one page with a short description on each project and then you can go into a "proper" gallery from there. Possibly. I am going to get it all on one page though, that is certain, I just haven't figured it all out yet... Not as much as you Rick, and I should know. I witness your sucking on a daily basis... *edit* Cleaned up the tags and changed the link colour. Thanks for the suggestions, keep em coming!
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Thanks, some good points there. About the tags, it's definitely a good idea to have fewer tags and it will be easier to edit them now before there's too much content I know what you mean about the wall of text posts, I wanted to add some images to it but couldn't find any good ones that made sense at the time so that's something I'll come back to later. Thanks for reading and giving feedback, always useful
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Thank you for the pointers, I'll fix that typo right away... I can't believe I missed that (and I did read it after writing it, several times!) o_O As for the layout, I'm going to try and get a new layout sorted this weekend, it's about bloody time I did that... Also means I can prepare the site for the next batch of images coming soon As for documentation, I think I'll just create a link to the blog in the future version of the site since that's where most of my writing have ended up. If you could have a look at that too I'd be very grateful. Which reminds me, I should post my tutorials there too so it's all in one place. Thanks again for taking the time to look and give me some feedback, much appreciated. *edit* Typos fixed, name added to the top. Text size will be fixed in the update
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Hi y'all I work as an environment artist and thought I'd post up my portfolio here after a friend and co-worker showed me this thread. I've been doing 3d for way too long and have been working in the games industry for some years now and I've browsed mapcore in the past but never gotten around to register until now. Feel free to have a look at my portfolio here: http://www.urgaffel.com/portfolio Also got a blog where I post scripts, articles and other game industry related articles. Hopefully you'll find it usefull and/or interesting! http://environment-artist.blogspot.com/ The portfolio will be updated with images from the latest game I worked on when it's out and I also need to update the layout. I've got a few ideas, it's just finding the time to do it that is the problem...
