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soultron last won the day on April 17 2016

soultron had the most liked content!

About soultron

  • Birthday February 15

Profile Information

  • Real Name
    Anthony Panecasio
  • Employer
    Ubisoft Toronto
  • Job
    Senior Level Designer
  • Location
    Toronto, Ontario

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  1. Cons: You have to work with Ted. Pros: You get to work with me.
  2. Pluses for Level Designers: you will get to work with Ben Bauer, the author of that amazing LD Bible from years ago! (I think Ben posts here but I can't remember.) Here's Ben's YT Channel, where he's been making great LD videos with really detailed animations to illustrate the fundamentals.
  3. I've only seen videos but the bombsites look incredibly hard for CTs to retake. The overall feel of the map is very confusing. There's some incredibly large spaces (with little cover) that choke into really claustrophobic hallways (again with very little cover) with little-to-no room for nade play other than bouncing them around corners. I like parts of the modeling work: some of the architectural work is incredibly faithful to stuff you'd expect to see from Renaissance arch in Italy. The idea of a mid lane (and some minor offshoots) being covered in water is neat, I'll give them that. But yeah, I worry about how this map will play.
  4. The modernist building with the massive/heavy second storey overhang feels weightless since there are no supporting structural elements under it. It's really throwing me off. Not trying to come up with a solution here, but I could see moving around some of the crumbling wall bits towards the corners of the overhang and then extending some kind of modernist pillar or columns (I beams with some colour contrast on them, perhaps) from them, thus unifying the old wall and the modernist structure, all while providing the structural support that currently feels absent. I'd also love to try site (re)takes to see if those undulating broken stone walls make things really difficult for attackers. Feels like you might have some headshot box-like situations on your hands there.
  5. Hey All, A friend of mine showed OrcaHQ to me (neither he or I have any connection to it, for transparency's sake) and I think it's a great resource for folks looking for jobs in any field in the game industry. If you sign up for an account using your email you can get weekly round-up emails sent for any discipline. Hopefully it helps those job seekers looking in this section of Mapcore. It's a nice way to augment your search!
  6. Hey Hlrguitar, We've hired internationally, yeah! As far as the intricacies of the hiring process itself, I'm not sure. I want to say that typically you stand a better chance of being hired internationally if you're more of a senior in your discipline, however, so keep this in mind. You could get in touch with our Level Design recruiter Barry Wilson (here's his twitter, you can/should also try him on LinkedIn too) to ask him!
  7. Hmm, hard for me to guess, but I'd say >450. We're growing a lot. (Was <150 when I joined in 2012.) The goal, since the beginning of the studio, has always been 800 by 2020. This is part of the agreement with the federal government to create jobs.
  8. How you interact with people -- and how you solve problems together -- is a very valuable skill. Figuring out how to fit that in with your actual measurable work output is important. This is true in my experience, at least.
  9. Love the article. The bit Paul mentioned about learning a lot of different lessons from shipping Homefront was a great nugget of truth.
  10. I agree. It's why I feel UT4/UE4 is a better investment of time, especially for newcomers trying their hand at level design.
  11. I'd like to nominate UT4 because I feel like UE4 will be much more inviting to newcomers. I'd also like to hold off on CSGO until any future Source 2 integrations occur. After that? Sure! Let's try all of the new stuff! So much new stuff! Hey, where is all of the new stuff?!
  12. @cashed is here and a few others who lurk without posting.
  13. So hot with the nice skylights. One minor piece of feedback I have is that it's hard to read the arrows on the <-B A-> screenshot. I know the arrangement implies B is left and A is right, I still think something can be done to make the arrows a bit more legible. Yellow on gray is making it a bit difficult.
  14. Fantastic! Can you say what role you'll be occupying? LD or something else? There are many mapcoreans among the ranks now!
  15. Hey Joshiraptor, Glad you read the article! 1. In addition to what you've said, I think the weaker CB enemies are a way of training the player to recognize and be fearful of the sound signifying a CB being fired. This is especially important to consider since later in each game, there are typically the heavier CB enemies who fire slower bolts that can do considerable damage -- even killing weaker VIT builds in 1 hit sometimes. 2. Gundyr is a really unique moment. My memory is a bit foggy, but I think he's one of the few boss enemies that the player actually gets to move close to, examine, and start the fight with a button prompt on the boss (as opposed to a prompt on a door or, worse, simply crossing a threshold into a trigger volume). I think it's really great when trying to onboard players, in the tutorial, that they control when this encounter starts -- but only the first time. After that, they're introduced to the White Fog Door concept if they die. And you're right -- never trust anything that appears dead in DS games unless you did the work yourself!
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