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Tyker

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  1. Like
    Tyker got a reaction from -HP- in The user experience of Level Editors   
    Hey everyone! A few months ago at GDC I gave a talk about the user experience of level editors. I talk about Unity, Unreal, Hammer, The Creation Kit, and 3dsMax from a level designer's perspective.
    It just went live on the GDC vault for free: http://gdcvault.com/play/1023235/Keeping-Level-Designers-in-the
     
    edit: Though it's a bit easier to watch on youtube: 
    I would love to hear your opinions on it! Have you had the same experiences? Or do you know of level editors that were particularly awesome, or particularly bad?
  2. Like
    Tyker reacted to Sentura in The user experience of Level Editors   
    I've been saying this for years! Really solid talk about a really important topic that is too neglected in this industry. It's all too frustrating to see developers glance over the pipeline when there is real work to be done.
    Thanks for sharing.
  3. Like
    Tyker got a reaction from Skybex in The user experience of Level Editors   
    Hey everyone! A few months ago at GDC I gave a talk about the user experience of level editors. I talk about Unity, Unreal, Hammer, The Creation Kit, and 3dsMax from a level designer's perspective.
    It just went live on the GDC vault for free: http://gdcvault.com/play/1023235/Keeping-Level-Designers-in-the
     
    edit: Though it's a bit easier to watch on youtube: 
    I would love to hear your opinions on it! Have you had the same experiences? Or do you know of level editors that were particularly awesome, or particularly bad?
  4. Like
    Tyker got a reaction from 2d-chris in The user experience of Level Editors   
    Hey everyone! A few months ago at GDC I gave a talk about the user experience of level editors. I talk about Unity, Unreal, Hammer, The Creation Kit, and 3dsMax from a level designer's perspective.
    It just went live on the GDC vault for free: http://gdcvault.com/play/1023235/Keeping-Level-Designers-in-the
     
    edit: Though it's a bit easier to watch on youtube: 
    I would love to hear your opinions on it! Have you had the same experiences? Or do you know of level editors that were particularly awesome, or particularly bad?
  5. Like
    Tyker got a reaction from Lizard in The user experience of Level Editors   
    Hey everyone! A few months ago at GDC I gave a talk about the user experience of level editors. I talk about Unity, Unreal, Hammer, The Creation Kit, and 3dsMax from a level designer's perspective.
    It just went live on the GDC vault for free: http://gdcvault.com/play/1023235/Keeping-Level-Designers-in-the
     
    edit: Though it's a bit easier to watch on youtube: 
    I would love to hear your opinions on it! Have you had the same experiences? Or do you know of level editors that were particularly awesome, or particularly bad?
  6. Like
    Tyker reacted to blackdog in The user experience of Level Editors   
    I'll definitely go through this one. Is not like I used every tool, but between experience and videos presenting editors… I keep thinking nobody has made the ideal editor.
  7. Like
    Tyker got a reaction from Psyrius in The user experience of Level Editors   
    Hey everyone! A few months ago at GDC I gave a talk about the user experience of level editors. I talk about Unity, Unreal, Hammer, The Creation Kit, and 3dsMax from a level designer's perspective.
    It just went live on the GDC vault for free: http://gdcvault.com/play/1023235/Keeping-Level-Designers-in-the
     
    edit: Though it's a bit easier to watch on youtube: 
    I would love to hear your opinions on it! Have you had the same experiences? Or do you know of level editors that were particularly awesome, or particularly bad?
  8. Like
    Tyker got a reaction from maxlevelboi in Robin-Yann Storm - Level & UX Designer   
    I heard this was a good place to get hardcore critque.
    The portfolio is at: http://www.rystorm.com/
    I've heard of people who really liked this portfolio, and some who disliked it. But it usually stays at an opinion, without feedback.
    I don't think I've ever seen a portfolio that please everyone. With that in mind: Could you give me constructive feedback, and tell me what your current job is? That way I can angle the portfolio towards those kinds of people that will probably look at it! 
    Thanks!

     
  9. Like
    Tyker got a reaction from Logic in Robin-Yann Storm - Level & UX Designer   
    I've done a huge update on the site and CV! I'd love to hear opinions on whether this is an improvement.
  10. Like
    Tyker got a reaction from Pepperpot in de_nuke_zoo [New content resource]   
    Today I found out, via r/csmapmakers, that Valve also added a de_nuke_zoo.vmf to the update.
    It is amazing! It follows in the footsteps of the prop libraries A Boojum Snark made for TF2



    So if you want to get an eye for the new content, and see what has been made available, go take a look!
    You can find the vmf in your common\Counter-Strike Global Offensive\sdk_content\maps directory.
     
  11. Like
    Tyker got a reaction from Fnugz in Mapcore at GDC 2016?   
    I was wondering if there were many people going to GDC 2016 this year!
    Maybe it would be nice to organise some kind of meetup if there are many of us going?
  12. Like
    Tyker got a reaction from Logic in Mapcore at GDC 2016?   
    I was wondering if there were many people going to GDC 2016 this year!
    Maybe it would be nice to organise some kind of meetup if there are many of us going?
  13. Like
    Tyker reacted to Bodd Jonar in [WIP] de_meat [Looking for gameplay feedback]   
    Valve has so much money but won't spend a dime on keeping the community in check, it's a big joke. Before I started playing PC I thought Valve was the best developer since their games was given so much love, well I don't think that anymore. Sure they do a lot of good stuff like operations, SDK support etc, but their customer support is a punch in our face. 
    That this hasn't been solved yet is not only sad, it's pathetic even, spend some money on the community ffs. 
     
    on topic: I don't think that's how you are "supposed" to do it, look at this thread etc: https://www.reddit.com/r/GlobalOffensive/comments/46erxf/the_new_radar_is_really_good/
    It will look really weird if you just remove the rest of the map from the minimap when you go down to A. What about teammates that are not down there, they will just be in the dark?
  14. Like
    Tyker got a reaction from Utopia in de_nuke_zoo [New content resource]   
    Today I found out, via r/csmapmakers, that Valve also added a de_nuke_zoo.vmf to the update.
    It is amazing! It follows in the footsteps of the prop libraries A Boojum Snark made for TF2



    So if you want to get an eye for the new content, and see what has been made available, go take a look!
    You can find the vmf in your common\Counter-Strike Global Offensive\sdk_content\maps directory.
     
  15. Like
    Tyker reacted to grapen in de_nuke_zoo [New content resource]   
    Content creators should take note of Valve increasing the standards for CS:GO level design in more than one way. With new nuke it's evident they are creating textures in 2048*2048 and then downscaling them on brushes to 0.125, doubling the amount of pixels per hammer unit. This is basically making me regret everything right now..
  16. Like
    Tyker reacted to grapen in de_nuke_zoo [New content resource]   
    My favourite new props are without a doubt the moving clouds:
    models/props/de_nuke/hr_nuke/nuke_skydome_001/nuke_skydome_002.mdl
    models/props/de_nuke/hr_nuke/nuke_skydome_001/nuke_skydome_003.mdl
    Render a cloudless sky scene in your preferred modeling package and use that as a 2D skybox. Add these props to your 3D skybox. It looks very good.
    Worth to note on the topic is that Valve also added a new, better looking sun flare that DOESN'T flicker when aiming at it:
    sprites/nuke_sunflare_001
  17. Like
    Tyker got a reaction from jd40 in de_nuke_zoo [New content resource]   
    Today I found out, via r/csmapmakers, that Valve also added a de_nuke_zoo.vmf to the update.
    It is amazing! It follows in the footsteps of the prop libraries A Boojum Snark made for TF2



    So if you want to get an eye for the new content, and see what has been made available, go take a look!
    You can find the vmf in your common\Counter-Strike Global Offensive\sdk_content\maps directory.
     
  18. Like
    Tyker got a reaction from clankill3r in de_nuke_zoo [New content resource]   
    Today I found out, via r/csmapmakers, that Valve also added a de_nuke_zoo.vmf to the update.
    It is amazing! It follows in the footsteps of the prop libraries A Boojum Snark made for TF2



    So if you want to get an eye for the new content, and see what has been made available, go take a look!
    You can find the vmf in your common\Counter-Strike Global Offensive\sdk_content\maps directory.
     
  19. Like
    Tyker got a reaction from will2k in [WIP] de_meat [Looking for gameplay feedback]   
    Thanks to the latest update it is now possible to have multiple radar images. This has now been included on de_meat! If you go down to A site you will now have a different radar image that only displays A site.
  20. Like
    Tyker got a reaction from Squad in [WIP] de_meat [Looking for gameplay feedback]   
    Thanks to the latest update it is now possible to have multiple radar images. This has now been included on de_meat! If you go down to A site you will now have a different radar image that only displays A site.
  21. Like
    Tyker reacted to Minos in [UE4] Making an Office Environment in Unreal 4 - Tutorial   
    haha thanks guys
    Alright everyone, the environment is finished and I created a hotsite with more information of what you will get and ultra high res pictures. Also, if you subscribe now I'll send you a nice discount code when the tutorial launches

    Thanks everyone who supported me through this and for all the constructive feedback! I'm now editing this and will get it done as soon as possible! I still don't have an specific date but it shouldn't take long I hope.

    TLDR: For high res images and a discount when the product launches, head over here: www.unreal4environments.com






     
  22. Like
    Tyker reacted to Minos in [UE4] Making an Office Environment in Unreal 4 - Tutorial   
    Here's another update. Polished stuff up quite a bit since the last update, I think the architecture is mostly done (except for the skybox) and now I only need to dress this with props. Some materials still need another pass too, but I believe I'm getting close to being done (don't want a 200 hours long tutorial hehe). I also made some plants, they are not the best ever but they do the job. For this environment I'm not polishing stuff to perfection, since the point is to show the viewer my workflow and process, and not have hours and hours of me working on a single asset.

    I think that instead of narrating this I'll end up just writing a log for each video, explaining what I was doing and my reasoning behind each step. This should make the videos much easier to follow!

    Let me know if you guys see anything weird, I'm going pretty fast on this so I might be missing some obvious mistakes here and there

    Anyways, pics time!





     
  23. Like
    Tyker got a reaction from Quotingmc in [WIP] de_meat [Looking for gameplay feedback]   
    Thanks to the latest update it is now possible to have multiple radar images. This has now been included on de_meat! If you go down to A site you will now have a different radar image that only displays A site.
  24. Like
    Tyker got a reaction from Quotingmc in [CS:GO] de_ridge   
  25. Like
    Tyker got a reaction from will2k in [WIP] de_meat [Looking for gameplay feedback]   
    Thanks for that info Will! If many people are having this problem then it must have existed for longer.
    In all that time has anyone ever tried directly contacting Matt or anyone else from Valve? Has there been any official posts about this problem, or is it currently unknown to them?
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