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Spherix

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Everything posted by Spherix

  1. Hi everyone, At Paladin Studios we're looking for an experienced level designer to join our team in The Hague, Netherlands. You can either send me a PM for more information, or apply through our website: https://paladinstudios.com/jobs/ Level Designer The game designer is responsible for creating high quality game content. They make sure that the game content and functionalities aligns with the vision for the project, that the game is easy to use, and most of all that the game is an awesome experience for the player. Outcomes Great game experiences that invite players to embark on a remarkable and memorable journey. Innovative levels that challenge and delight the player. Excellent teamwork within a multidisciplinary team of artists, programmers and other designers. Level designs that seamlessly weave the narrative, themes and mechanics of the game together to create a compelling and engaging gameplay experience. Single levels from early concept to final product, in line with the production and design pipeline. Sets of levels from early concept to final product, that create an intuitive difficulty flow throughout the entire game and that aligns with the player’s incremental mastery of the game. Concise and clear documentation that communicates well and resonates with the game’s vision. Active contribution to other facets of game design and game production. Active contributions to the design team with feedback and other improvements. Role-based Competencies Strong UX and level design skills. A deep understanding of the technical and creative level design process. Hands on experience with Unity or similar game engines. Excellent communication skills, and the ability to work well in a team Creativity, foresight and imagination to flesh out a game’s content in its whole. Ability to “step into the player’s shoes” and a strong focus on the User Experience. Ability to deliver high quality work within allocated timelines. Qualifications A strong passion for making and playing games. 5+ years of game design experience, with experience in level design. Experience as a level designer on multiple shipped products. Excellent verbal and writing skills. Outstanding presentation and communication skills. Read, write and talk excellent English. Able to work 40 hours per week at our office in The Hague Understanding of Dutch is a plus
  2. Ahh that's what I was afraid of. This works cause your camera setup is fixed, correct? I used to work on gamemodes like control points, king of the hill, etc. And some of them required new ways of communicating score. Sadly, tying a giant UI panel to all players isn't an option when actively playing haha. Nice job regardless!
  3. Great to see new game modes with Vscript How did you manage that UI to show up? Not being able to customize UI was the main reason I dropped my custom game mode projects.
  4. I always enjoyed making weird shit but rarely released anything. Sadly CS:GO never really supported mods properly, hence I abandonned mapping altogether. The Gridlock map from Gears of War, including fully functional control point modes that balanced next spawn locations of the CP and player spawnpoints based on various scores; Same for team fortress maps or other weird shit some ports from Medal of Honor allied assault: I think we may have been to the same spot:
  5. You should contact NIPPER.
  6. We are still expanding rapidly as we've got multiple VR/AR projects going on. Reach out to me if you have any questions! Updated list http://forcefieldvr.com/jobs : Office Manager Internships QA Tester Senior QA Tester Game Producer Senior Game Producer UI Artist Storyboard Graphic Artist Lead Programmer Senior Environment Artist VFX/CG Generalist Senior Game Designer Lead Game Designer (Senior) Game Programmer Technical/FX Artist 3D Artist Senior 3D Artist Lead Artist
  7. We're still looking for a whole bunch of people over at Force Field VR (Amsterdam, NL). Aside from the jobs below we're always welcoming internship applications. Feel free to reach out to me if you have any questions! VFX/CG Generalist http://forcefieldvr.com/jobs#32 Senior Game Designer http://forcefieldvr.com/jobs#31 Lead Game Designer http://forcefieldvr.com/jobs#30 Game Design Director http://forcefieldvr.com/jobs#29 (Senior) Engine Programmer http://forcefieldvr.com/jobs#27 (Senior) Game Programmer http://forcefieldvr.com/jobs#28 (Senior) Network Programmer http://forcefieldvr.com/jobs#26 Technical/FX Artist http://forcefieldvr.com/jobs#25 3D Artist http://forcefieldvr.com/jobs#24 Senior 3D Artist http://forcefieldvr.com/jobs#23 Lead Artist http://forcefieldvr.com/jobs#22
  8. Using Vscript for complex logic in CSGO is still the way to go though..
  9. "de_dust2_winter" { "name" "de_dust2_winter" "minplayers" "10" "maxplayers" "32" "extraspectators" "2" "t_arms" "models/weapons/t_arms_balkan.mdl" "ct_arms" "models/weapons/ct_arms_sas.mdl" "t_models" { "tm_phoenix_variant_aa" "" "tm_phoenix_variant_aa" "" "tm_phoenix_variant_aa" "" "tm_phoenix_variant_aa" "" "tm_phoenix_variant_aa" "" } "ct_models" { "ctm_sas_variante" "" "ctm_sas_variante" "" "ctm_sas_variante" "" "ctm_sas_variante" "" "ctm_sas_variante" "" } }
  10. For my dust2 winter remake I simply used ""tm_phoenix_variant_aa" to make sure the game would grab the right model. The tm_phoenix_ prefix also determines which radio voices are going to be used. If you start putting custom names in there, radio commands wont work.
  11. Go play cod >_>
  12. I don't work there, but I figured this position might be interested for a lot of you here. www.guerrilla-games.com/jobs/job/game/level-design-intern@Itemid=22&&job_id=106
  13. It's not that hard to import this sketchup model into Source2 though.. https://3dwarehouse.sketchup.com/model.html?id=52ec7fa1d1453cce668f5132993ebded You can also visit it in Second Life for inspiration.
  14. Guess I could write a slot machine in vscript that spits out guns if you want
  15. After 1000's of notifications on my dust2 winter reskin coming from russians that spammed crappy gun skins, I thought I'd make my own crappy gun skin Yes, that's how they look in-game :> https://steamcommunity.com/sharedfiles/filedetails/?id=402862267
  16. Are you using areaportals and/or are you compiling on Fast?
  17. So much for OP's topic.
  18. I haven't completely stopped, but it moved to a lower priority for sure. I'd like the map to be something I can truly be proud of once it's published, so I am taking it slow. Getting sidetracked by other projects and the need for a new job doesn't really help either. I do try to put in an hour or two per week at the moment, mainly focusing on studying reference architecture though. Don't expect anything before June tbh
  19. Post moar! what's a london cab doing in scotland?
  20. Those directional signs look awfully huge in comparison to the tiny pole they're attached too, a bit flimsy perhaps. For reference from my local zoo:
  21. indb4 replacing the taser with a barcode scanner
  22. Don't bother texturing. This is sexy.
  23. Too hipster for you ? It works fine here...
  24. Even then, if the screenoverlay entity were to display some form of scoreboard, you'd need hundreds of textures(frames) to support all the possible combinations, and you cannot enter any dynamic content in there. Capture progress would be a little less work, but even when the capture process is set to 10 steps/seconds, that would need 100 frames to display the CT and T capture status combinations at the same time. And then you're quite stuck when you want a capture to take 13 seconds on another map for example. I'm really glad you're thinking along though! If only Valve would add some minor UI accessibility via Vscript.. that'd save me tons of work trying to get a hackish solution working and would allow me to focus my attention towards proper gameplay :X Server plugins would allow me to use all sorts of UI feedback, but I really, really, want to refrain from having the need to install anything besides downloading the bsp to play new gamemodes... Edit: Have to put this on hold for a bit as I have to find a new job on short terms.
  25. That's another gamemode I'm developing, but that one is way more advanced than this one, as it features a much more dynamic gameplay as that rotates a control point semi-randomly, depending on which have already been active, total points collected for each team etc. For example: if T is behind, a spawnpoint closer to the active point could become active. If they're behind quite a bit, the control point could spawn close to their base spawn next etc. But that's a whole different topic. The version of KOTH that this topic describes was actually meant as a warmup for the other mode, as much of the issues that arrise now would have to be tackeled first before such a mode becomes viable, as it changes a lot of the dynamics in gameplay. Hence I'm asking for this precious feedback @Klems: Yeah, I'm using Vscript for this. Good feedback, thanks! The screenoverlay is something I've been thinking about, but as textures are going to be stretched to fit the screen, I'd either have to create massive textures that would eat a lot of (max.) bsp size, or settle for ugly stretched textures. The latter is going to happen anyway with different aspect ratios ofcourse. Any examples of how you did it are more than welcome ofcourse. Sadly, a proper way to display any information on the HUD isn't possible at this time: or at least not documented anywhere by Valve that I know of. Currently I overwrite a env_instructor_hint every second with the timer progress update: this makes it produce a 'beep' sound every 4 seconds as a sideeffect of the hudhint being refreshed. Those suggestions about buyzones on the control point make it quite interesting as well! Definately a lot of parameters to balance with though. Both setting up the gamemode with these properties and designing maps for it go hand in hand, I'm starting to get a liiiitle bit worried that it might take months before anything viable pops up. Should I release the script earlier so more people can mess with it? My preference was to create a solid script first and then release it all together with a few maps so the mode is actually worth hosting straight away and such ;o
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