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About zNiiC

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  1. I'm guessing this isn't an entry level position?
  2. Thanks for the feedback, I've been busy with some other projects and haven't had time to put in all of the documentation for the second entry but I'll get around to that soon along with down sizing the images for a few larger ones. I'll take a look at my other entries and try to filter out the weaker ones so only the best is showing. As for jobs, I'm applying everywhere and even got to the last stage for one, but got rejected with no feedback on the level I spend 60+ hours on so I don't know what to focus on and improve on lol.
  3. Any chance you are looking for a regular level designer instead of senior?
  4. Can you post some more information about this project?
  5. Hey everyone! I am looking for some feedback on my portfolio as I am starting to apply for industry jobs. My portfolio is at nickverducci.com. I have experience with multiple game engines, Unreal, Unity, Radiant, etc and mainly want to work on 1st and 3rd person games. Thanks!
  6. I decided to spend the long thanksgiving weekend "remastering" an old Black Ops 2 map, Hydro. I liked this map for the dynamic element with the water that essentially split the map into its respective symmetrical half. Most of the remastered maps or maps that are remade from previous CoD's are just reskins and haven't really had any changes done to them. I wanted to change that by taking the base layout, adding more areas and adding support for advanced movement. Learning goals: Line of sight Proper cover placement to prevent turning a corner and instantly dying Level flow / combat zones Adding support for advanced movement while keeping the movement fluid in those areas In some of the pictures, you may notice different colors. White are walls/floors/ceilings in which the player cannot go through (or double jump over, etc). Yellow is where they can mantle over or double jump to, purple is wall running, and red is cover (can be replaced with models or props). There are a few areas which I forgot to color yellow, but any time you see me double jump to a place, just imagine that its yellow Just uploaded to the steam workshop in case anyone wants to play it: https://steamcommunity.com/sharedfiles/filedetails/?id=1576212254 Feedback and criticism VERY welcome! Also, check out my portfolio here: http://nickverducci.com/ Images: Here is a recent video I recorded of a full TDM match. I will be uploading some of my earlier tests with previous iterations later, so check back!
  7. zNiiC

    [CoD: WaW] Studio

    Set in a lonely small town, you must fight the undead in multiple key areas: the TV studio, the car garage, and the supermarket. Still a WIP set for release in late April. I'm sure within a few seconds most of you will be able to tell what map this is based off of. Images:
  8. zNiiC

    [CoD4] mp_docks

    My first CoD4 multiplayer map set in a middle east dock. Tell me what you think of it so far! Overview of layout: Market: Apartment Building: Side Alley: Garage: Gas Station:
  9. I find radiant easier to use than hammer for brush work
  10. Just moved to cod4 and started on a parking garage. Only about 5 hours worth of work here but I'm pretty happy with the results from the time I spent on it. Obviously i will do a detail pass and fine tune lighting a bit later. Please give me criticism.
  11. Thanks for the feedback. I'll fix the writing style to be one point of view. As for environment vs level designer, the asset I used are already created. I take them from the game I mod or export them from other games and just import them. I don't make them, just the bsp
  12. Hey! I just finished my portfolio (think I have enough items to put in there) and wanted some feedback. Currently I only have work from one game but I am in the middle of a level for another game, so images of that should be up in a month or two. Portfolio: http://nickverducci.com/
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