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Beck

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Beck last won the day on March 19

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About Beck

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  • Birthday 01/09/1988

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  • Real Name
    Beck Shaw
  • Employer
    Rebellion
  • Job
    Senior Level Designer
  • Location
    Birmingham, UK

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  • Website
    http://www.beckshaw.co.uk

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  1. Reveal trailer and release date announcement. Spoilers: 3rd April 2020
  2. Ok, that does look pretty sick. Well done, Valve, now I want to buy a VR headset. Announcement trailer for the lazy
  3. Most of what I'd look for has been covered here already. Key things I look out for when combing through portfolios: Use of different game engines - More often then not you'll be joining a studio and using either their own engine or a modified one. If you can show you can transfer your skills from one engine to another (thus reducing the amount of training time you'll need when joining a new studio) it'll be a big bonus. Basically, don't just make CS:GO maps. Ability to work on different game types - This kinda relates to the above but if all you're making is CS:GO maps (sorry to pick on CS:GO :P) then you're probably not going to be considered for a puzzle/racing/adventure game potentially. If you show you can create levels for different game genres it'll really help you out. For example make a race track in Trackmania, then go create a Portal 2 puzzle level, maybe create a Fallout 4 dungeon then go create a single player mission for your favourite shooter with their in-built mission editor. Using level layout to create different gameplay - It's nice to see some variety in level layout. Try something new in a CS:GO map which breaks away from the typical 3 lane structure. Maybe a level which predominantly focuses on height variation. Perhaps the Portal 2 map you create can focus on precision shooting and the timing of portals being placed. The Trackmania track you might create could use split/multiple paths to give players more choice rather than one set path? Tell me what didn't work - A lot of the time what you create might not be the best level ever. And that's totally fine. But don't hide it away at the bottom of your portfolio or remove it entirely. If you can critique your own work, say what went wrong and what you might have done to fix it it'll show understanding and show employers how you might tackle problems during development. Keep portfolios short and sweet - Kinda contradicts the above point but don't make a portfolio page about a particular level really long. Game devs are often busy people at the quietest of times so we don't have time to read essays on every aspect of your level. Show us the key gameplay features, maybe a quick level playthrough video and keep any text short and to the point. This normally helps with interviews too as it leaves us something to ask you. Like: "You touched upon reasons why you didn't like this section, could you expand on what you might do given the chance?" "You mention bombsite B was always hard to retake in playtests, how did you overcome that?" We don't expect you to be artists - Don't spend forever trying to make your level look super amazing art-wise. You're not expected to be an environment artist too. So long as you've shown considerations for how the level might be dressed or themed then that's often enough. Mood boards are good and some basic dressing to help sell that in the whitebox is cool too. Resuse assets from games as much as you can. I agree with what others have posted. If you don't know any 3D packages right now then just focus on in-engine tools. They're more than good enough to whitebox a level. But if you do know a 3D package it'll be a nice bonus on your CV. At Rebellion we let people use our in-engine tools or a 3D package (Max, Maya or Blender) when building their levels. TL;DR Give your portolfio variety Don't waffle on too much (Like my post :D)
  4. Epic's acquired Quixel and is bringing their megascans library to UE users for free. https://www.unrealengine.com/en-US/blog/unreal-engine-4-24-to-ship-with-free-quixel-megascans-unreal-studio-features-and-more Not available just yet, but in the mean time they released 10 packs on the UE Marketplace: https://www.unrealengine.com/marketplace/en-US/profile/Quixel+Megascans
  5. Yep, EA's coming back to Steam along with EA Access. https://www.ea.com/en-gb/news/ea-and-valve-partnership
  6. No, not that I know of, but I'd rather have a smoother/higher framerate on my PC with probably better graphics if I can. I'm not in a rush to get the game either (got plenty to play) and if there's any DLC hopefully the PC version will come bundled with it too.
  7. The timing of the announcement is quite surprising. You'd think they'd wait until after the PS4 release so everyone rushes to buy PS4's and the game before announcing the PC version. I'm probably going to wait for the PC version now since I don't have a PS4 Pro.
  8. I did. After Fallout 4 I realised it probably wasn't going to be the same again. It just fucking sucks lol.
  9. So I never realised this was releasing so soon, I always thought it was early next year like every other game coming out. Anyway, got this on the Xbox Game pass on my PC so thought I'd give it a try and after a slowish start I think I'm hooked. This is what a Fallout-like game should be. The writing is brilliant, the graphics are nice with a nice variety of environments thanks to the game taking place on different worlds, the quests are fun as is the combat. There's plenty of customisation of your character (both stats and look-wise) and you can really specialise your character the way you like. Stats all have secondary bonuses too so for example charisma doesn't just affects conversations it can be used in combat to intimidate enemies etc... Would recommend you pick it up. Just wish Obsidian had the chance to make more Fallout games.
  10. Looks like you'll be waiting a bit longer as it's been delayed until March 2020. https://www.eurogamer.net/articles/2019-10-08-doom-eternal-delayed-until-march-2020 The start of next year is going to be busy as hell for gaming!
  11. https://www.rockstargames.com/newswire/article/61153/Red-Dead-Redemption-2-Coming-to-PC-November-5th?utm_source=twitter&utm_medium=social&utm_campaign=rdr2pc-10042019&utm_content=newswire Red Dead Redemption 2 is coming to PC on November 5th 2019. Launching on Rockstar Games Launcher, Epic and GoG. Steam in December. I can finally play this.
  12. Would that X-Ray scanner cause people to buy less keys? I mean if you know you're gonna get a shit skin are you gonna fork out a few quid for it? I guess if you're chasing that shiny gun that will never drop from a case you'll pay. That's why, when I played the game enough to care about skins, I just flat out bought the ones I wanted on the market. Much cheaper.
  13. Looking forward to giving this a spin. Me and my mate play cache a ton as it's our favourite map.
  14. I wish. We don't have the rights sadly
  15. We've got a position open for a junior/experienced level designer open right now at Rebellion Oxford. Anyone interested give me a shout
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