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SuperDuperYeah

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Everything posted by SuperDuperYeah

  1. can you explain what goes into it? Are there a lot of interacting layers? It's one of those things where I start to worry the shader complexity is so large that it might actually be better to model it out in cases where you are fill rate limited. Would totally love to know too. Impressive stuff still.
  2. Tam Tam. Like a slang word for African Drum ? Maybe ? Not too sure.
  3. Been walking around town today and wanted to share that with teh core. That whole thing takes place at the Mount-Royal near downtown Montreal every Sunday during the summer. It's called "Tam-Tam". Been happening wayyyy before I was born. I was doing those medieval battles when I was like... 15-16. Twas a blast. Made my swords, armors and stuff.
  4. Been working in UE4 for a bit. Got a Laptop a few weeks ago to work while I'm away from my main workstation in Vancouver. So the computer has a fairly new graphics card: Geforce GTX 880M... (I'll post my DxDiag if anybody wants to have a look at my configs). Been having this super weird jittering whenever I hover my mouse over some UI stuff (only when in Place and Edit Geo mode). All softwares and games behave normally though. I posted a bug report in the UE4 answer hub. Had a couple directive to follow from Epic's team... I just hope they haven't forgot about the problem. Note that OBS (open broadcaster software) made the problem look a lot worse. It changed the windows color scheme to the Windows 7 basic one. That's the link that I posted in my status update, but just realized I trashed the video... don't remember doing that... So I uploaded it again. Did someone ever had this kind of problem/bug in another software or specifically in UE4 ? **Checked the topics in Answer Hub and it seems someone else seems to have the same problem with the same graphics card.
  5. Went on an Alien saga hike. Aliens (god was that a good one) + Alien 3 (not very good) + Alien: Resurrection (had potential at the start but... the script was so bad).
  6. Hey dude ! Cool stuff. You might want to post in Services though as you're not really looking to have feedback on your portfolio.
  7. I can definitely recommend: weebly. Pretty easy to use and so versatile. You want to make a page in a blog format there you go check that box, you want to allow comments before they are posted (check), you want to have something that will let you be creative but still has tight a framework so you're not obligated to hand place every freaking object you want to incorporate (check). Because you don't have all day long... http://www.weebly.com/ I wrote this and thought... I do feel like the Shamwow guy haha (I added the last sentence afterwards). Your site did take quite some time to load. I gave up the first time and let it load the second time. Which is pretty bad for a portfolio page (you really need something fast). Anyways looks like you have a pretty good idea of where you're heading ! Good job
  8. Awww crap just posted a reference thread and didn't notice there was one already. Sorry guys !
  9. Hai ! So last Saturday, I went walking downtown Montreal and stopped by a massive Church on Saint-Catherine Street. I've already been there once for an early music concert that was pretty rad but I decided to stick around to maybe take some shots of the Chapel. Went up to the main door, but found it closed so a guy came running up to me and asked me if I wanted to see inside the Church. I said yes and he brought me in a little back alley on the side of the Church where he opened a door that led behind the Chapel (the rest of the Church's building). To my excitement the place was incredibly old, the floor was cracking, the paint was coming of the wall and tons of work lights everywhere were installed. The guy made me meet with the priest and I explained to him that I was a game developer and that I was looking to take pictures for further reference. He was delighted and made me enter the Chapel (but the real fun was everything else to be honest). So I told him that I didn't want to touch anything sacred or mess around their stuff and he told me that everything was good. I asked where I could go and he granted me permission to look everywhere. I was freaking excited. So here's a few shots of the Church. Some pretty inspiring stuff in there. I even went to the roof and inside the basement (that was incredibly creepy). So I thought I'd share that for environment reference. I also took quite a few little videos that I'll be uploading to Youtube later. Everything is taken on an Iphone which... gives crap pictures. I do have a nice camera, but didn't think I would take reference pictures that day. I couldn't help but grin at this. Could make a nice little "environment encounter" for a horror game Bioshock style. Took this one because I thought it was a pretty awesome reference for using global illumination in games. So this is a corridor that you'd access by walking up stairs that were completely in the dark with only the bright red exit sign at the top of the stairs to light it. In this corridor there was a clinic called "Just Solutions". The whole building had crackled paint inside. The floor was noisy when walking on it. Everything was so freaking old. From this pic everything else was taken in the basement of the Church. I had to stop exploring at some point because the whole thing felt like a maze. Sooo many little passages, corners, didn't want to get lost. I just loved how everything was slightly off on this board. In the little videos I have a segment where I walk up into the roof of the Church. Now that was something.
  10. Geez... freaking coincidence. I decided to watch Alien the other day o_o. Not because of Giger death (maybe a little) but because of Aliens: Isolation. Wanted to check how similar the game was to the set design in the movie (it's pretty impressive). Alien... doesn't seem to age because of that. Seems like everybody's on the same page haha. My dad hated Prometheus first... and watched it a second time to like it. I should probably do the same. I just felt like the "super scientists" they brought on the ship were complete idiot -__-. That annoyed me for some reason.
  11. Holla ! Just in time for an update. I'll make my updates in here once every 2-3 days and daily on my blog (I'd really hate to flood ). Weekends are for Art / modeling and slow jam tech animation learning. So in short... I've started another project alongside my first one. Make a Thief inspired map... Did the layout (main floor of a manor) this morning and worked on a character controller to go along that in UE4 (took me quite a while, still learning Blueprint's API). Here's the progress for the character controller: Here's the map's layout (more design details on the blog post). I'm sure there's going to be one haha. I always find a reason for stuff like that.
  12. DUDE. I didn't know you were into that kind of stuff. lol. I actually had to google it. Added a word to my vocabulary (french stuff and stuff).
  13. Sooo... First work post of my daily challenge. I'm a bit afraid that I'm going to flood the forum... maybe should I make the updates on my website and report here every... 4 days or so ? So yep decided to revisit a puzzle game that I was working on. The first area of the game needed a lot of rework (after playtest) and I thought that I would try a new twist on it. Now, the player can basically jump right into the core of the game if they want to (before I kind of forced a whole section on the player that wasn't really close to the core gameplay). I'll make sure the environment is interesting enough if people feel like sticking around to explore (which I wish they do tbh). So teh first two pics are the layouts and ideas for core scripting that I did this morning. I struggled a bit with the interior design of the second floor (AREA 4). I need to update the doc tomorrow with the correct layout that I found after fiddling around. I'll continue working on doc/layouts + whiteboxing tomorrow. AREA 1 Basically the player will see the room from inside the capsule Halo style when the level's going to start. That's the corridor leading to the final inspection room. There's going to be scanning tools coming from the walls. This is the residential space for the "Testers", The Testers review military equipment. This bathroom caused me to fiddled around a lot but found this disposition to be okay. The room is accessible from the bedroom for late night bladder relief and is accessible from outside the bedroom if the Tester is around this area. Can't see much but that's the second floor. So that's it for today. Actually started working at 8:30... I need to get used to it haha.
  14. *EDITED* Hello hello, I'm revamping a bit this post. I did some daily challenges (wake up early and work) when I was on "vacation" in Montreal and now back to the hard work in Vancouver. I made 17 posts on my blog and learned a bunch about UE4 (implemented camera bob system, climbing system, networking sprinting system, still working on that damn multiplayer door though. There's a link to my blog in my signature). So this is a page where I just post stuff that I do that I'm proud of and maybe... worth sharing (in my eyes... you get the idea haha). I hope you're all having a good time... and yeah that's it !
  15. Oh hellou Dan ! Awesome changes you've made and glad I could help you out. Yeah so for the annotations it's more like... directly explaining what your idea was for this particular portion of your level. Sometimes when I look at level pictures I'd be like... "those are nice pictures, but what did he want the player to do there". Taken out of context... i.e. I haven't played the level, I can't totally understand what's happening unless it's super SUPER obvious. I'd probably won't annotate my screenshots if I was a level artist or an environment artist because I know I'm supposed to look at the stuff and just find it pretty (nothing stops them from doing construction shots though see this dudes portfolio: http://www.scotthomer.co.uk/). But since we are... moments creators (in some ways *cheesy quote fingers*) it's just better to quickly explain or annotate the pictures to say "look here I used this to do this" or "this is what the player should do" or "I paced down the gameplay by doing this". Support your stuff with arrows pointing at the things. It shows that you understand what you're doing.If you're worried about clustering your pictures you could put little numbers and write down a short little phrase describing the action or the context. But you know... they're not guidelines it's just something that I find effective especially with people taking 30 seconds to look over portfolios. Text just scares them haha.
  16. I know I'm probably not bringing interesting to the table but xNormal has its own special "file type"/exporter called an .SBM. You might want to check into that.
  17. Hey Dan ! Welcome to teh Mapcore. You really do know how to write ! The big positive point that I’d like to bring is the fact that you thoroughly explained your design decisions in each of your projects. That’s something that I always like to read because it demonstrates how you think as a level designer. I do have a few advice for you. When I first opened your website that’s what I saw: “Dan Thomas” and bunch of text. Until now and taking in consideration I didn’t come from Mapcore I have no idea what you do. That’s quickly fixable by adding some kind of sub text like “Dan Thomas / Level Designer”. This is just so that I know from which angle to judge your stuff. The next thing is the bunch of text sitting on the landing page. You’ll probably get that from everyone here at Mapcore, but most of the time you would put your work section as your landing page so that anybody that’s looking to employ you won’t have to look for your work. Imagine anyone looking at your portfolio like the most impatient and laziest human being (HR doesn’t have a whole lot of time to look at portfolios). The fastest they can reach your work the better it is. Your work section is the tightest section but I do have a few recommendations. You have huge images of your level in your UDK project, why not put some annotations on them so I can quickly browse through the page to understand your designs? I have a level analysis section in my webpage where I annotate every image and support it with text. Someone can have a general idea of what I’m bringing in like 2 seconds but can get more polished explanations in written form if they want to. Making the text bigger also eases the reading for your audience. The next thing that I thought is that your advance wars section has a lot of text. Try focusing it into a shorter form like in bullet points. I would be a lot more inclined to read it if it wasn’t in a paragraph style form. Again annotations would be cool. My following recommendations concern your resume. There’s a lot of stuff in there and there’s a few things I would take out especially the things that don’t directly concern game development. HR usually doesn’t take in consideration your experience outside game dev unless it is a field that is tied with it in some ways (Film, VFX, any kind of post-production thingy you can think of). So I would definitely take out LEGO specialist and Assistant Cook. Your technical skills section might need a bit of rework too. I wouldn’t put Windows as a technical skill it’s just a given in my opinion. I would personally make sure that every skill you state can be demonstrated. If you use Photoshop mention that you made the textures for one of your levels, if you use any of the Autodesk software show us how you used them in your levels. ActionScript 3, JavaScript, Unity, Hammer, Construct 2 make sure you show us how you used your skills in order to produce content as a level designer. What you can do is state at what level of professionalism you are with each of those skills and take out those that you feel you're the weakest in. Last thing. Resume > Other Affiliations & Recognition > again I would stick with only what’s relevant to the gaming industry. Being a Soccer Referee doesn’t tell me much about you as a professional game developer. That’s probably something you could mention at some point in an interview if they start asking you about what you like to do outside of game development. Same thing goes for a resume and portfolio keep it short and effective. You’re definitely in the right way with what I read in your work section. Keep it up ! GOSH this the longest portfolio review I’ve done. I apologize if it scared you. I really took the time to review your website though. Antoine
  18. House of Cards o_o. Holy-Crap. It's good. Kevin Spacey and Robin Wright are just extremely talented actors. You would totally believe in the characters they create.
  19. OH shiiiet. Found something so nice the other day. Perfect for working. Instrumental, good vibing, no stressing. https://soundcloud.com/atamone
  20. @AlexM Holy crap you're right Ghostly International is freaking amazing !! @generalvivi That channel is awesome. Bookmarked ! Haha I made a bookmark folder ­­"While Working". Too much cool stuff. I discovered this a few weeks ago and thought it was pretty interesting while working. Inspiring : https://soundcloud.com/irrationalgames/sets/irrational-interviews
  21. Hey thur ! Thought it might be a good thing to share the music we're listening to when we work on stuff so other people can discover new sounds... Did a bit of research before to see if there was another thread like this one... search negative... soo I'll go ahead blip blip. Depending on my mood I might listen to game soundtracks, movie soundtracks, other genres, but sometimes I crave chill out electronic music. Here's my share: https://soundcloud.com/tennysonmusic
  22. So much better ! Just make sure that Foxhound is textured and you got yourself a pretty good folio. Good job
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