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soultron

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Everything posted by soultron

  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. soultron

    [CS:GO] DE-VENOM

    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!
  16. Hey folks, We're currently looking for a Senior Level Designer here at Ubisoft Toronto. Posting: https://www.ubisoft.com/en-US/careers/search.aspx#sr-post-id=91023518 I'm reaching out because we have a lot of great unannounced projects at the studio cooking right now (I unfortunately cannot and will not be able to tell you what they are, sorry!) and I think our studio culture, benefits, and general neighborhood are fantastic. I've been here for nearly 5 years so feel free to ask me any questions about working at Ubi TO.
  17. This looks fantastic. I love the architectural work on the exteriors of the structures in particular. The radar is a bit hard to judge the sites from though. Can you post some detailed shots of the sites so we can examine them? (I ask because I'm at work and can't play right now.)
  18. soultron

    [CS:GO] DE_LITE

    For anyone who wants to fill their dark souls with LITE, click here. Lookin' good. It's come a long way since early days! Excited to play it again now that you're officially released.
  19. soultron

    [CS:GO] DE_LITE

    The logo and accompanying text get a bit lost, especially from that distance, on the corrugated metal they're sitting on. Maybe a solid backing panel (or something of the sort) would help it standout a bit more. It's really the vertical lines of the metal texture that kind of slice it up and make it difficult to read. The green text also blends into the white/gray of the metal texture -- the black text is much more readable. Minor stuff to come back to after the tedious work, honestly. Attached some other feedback notes. I'm not sure if you're going in to do other visual touches and polish later on, but I made some suggestions to that effort. Some of the stuff you've already thought of I'm sure, so forgive me if some of the feedback is obvious or stuff you're planning on doing but just haven't gotten around to doing yet. All around, good progress in such a short amount of time! You've been crushing it this week!
  20. soultron

    [CS:GO] DE_LITE

    I think this one looks best so far and will probably be most readable at a distance. Have you considered all caps in this font?
  21. Can I be added to Ubisoft Toronto as a Level Designer? Porfolio site is www.panecasio.com
  22. Thanks, Corwin! And thanks for writing your fantastic series! I put a link to your article at the bottom of my post, as a bonus for readers who make it all the way down.
  23. You're not alone -- I'm also incredibly hyped! I'm also really jealous of the people who get to work on this game. Not only does it look fantastic, it also seems like a level design dream job. The first game had its issues but it's still one of my favourite games of all time. Really excited for this one!
  24. We've all had moments where we play a section of a game, and just sit back, saying to ourselves, "damn, that was really well designed!" I recently had that kind of moment after completing the tutorial in Dark Souls 3. I enjoyed it so much that I replayed it 3 or 4 times from the beginning, screencapping as much as possible, and attempting to understand what the designers attempted to do and why it worked out so well. I wrote a lengthy post about it, especially after having been inspired by the Push & Pull series that was recently featured on Mapcore. You can find the post here: http://www.panecasio.com/blog/2016/4/13/dark-souls-3-cemetery-of-ash I'll forewarn you by saying this is a really long read, but I littered it with illustrative screenshots, so I hope it's not too dry. (I still think I need an editor!) Interested in hearing what my fellow design-minded people think of the the tutorial in Dark Souls 3, if you've played it. PS: yes, @cashed, I am finally done writing this and am going to work on my CS map again.
  25. Here's my newest stupid gun. It's corny but I had fun trying to take this idea from concept to reality. Glock-18 | 8-Baller
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