Jump to content

SolarB

Members
  • Content Count

    5
  • Joined

  • Last visited


Reputation Activity

  1. Like
    SolarB got a reaction from fKd in Deus Ex corridor   
    Getting closer, I think... This texture is giving me a headache though   
     

  2. Like
    SolarB reacted to RedYager in Giving guest talk on Level Design   
    Hey!
     
    Sorry for the delay in posting, I've written what I hope is a useful after action report, sorry that its a bit long. I'll start with how I prepared for the talk
     
    Most of my prep involved reading over level design articles, I spent most evenings going through them and writing down notes. Many I'd read before but I found by writing notes down I was retaining more information than I would have if I read them dozens of times. I tried to cover at least one article each evening, although I usually just kept reading/writing until I went to bed. I printed articles off and sat at an empty desk whilst reading, I got too distracted working at my PC. Aside from articles, I spoke to one of the tutors a fair a bit about what the students would find most useful, what they'd find more interesting ect. That was really handy as he'd had first hand experience with who I'd be talking to. My friends who had also done public speaking before were really helpful, it was great to hear little tips like where to look when speaking to an audience. And of course Mapcore! I'm so glad I posted here and listened to what you guys would expect to hear in a level design talk and suggestions about what areas to cover. It was also a great motivator, I felt like after all the help and support you gave me I owed it to you to do the best I could, it was a strong driving purpose.
     
    When putting together the structure of the talk and contents, I had a rough idea of the stages I would cover. I wanted to talk about things I felt most comfortable explaining, I didn't feel confident discussing aspects of level design I still either don't have a solid understanding of myself or things I didn't feel capable of articulating. The bulk of the contents of the talk would cover the process of developing a level from the initial idea/concept to the final stages of polishing. I wanted to put more emphasis on what its like creating levels as a hobbyist in their spare time as I felt its probably more relevant to the situation they are in. I broke the talk down into sections which were :
    Picking and developing an idea
    Gathering reference
    Creating concepts, drawing layouts
    Greyboxing
    Playtesting
    iteration
    Detailing passes
    Lighting (briefly)
    Optimisation
    When writing the contents, I frequently referred to the notes I'd made, and used the most informative ones to help me explain things. For each section I covered why the process was important, how it affects the rest of the development, What the process involves and what my personal approach to it is. I also included some do's and don’t s, what mistakes I've made in my experience and what kind of negative effects they had, for example, skipping steps, rushing into the editor ect. I wrote in bullet point form, I found when practising I had too many bullet points with too little in them, so I condensed them into paragraphs which felt less 'stop, start, stop, start'. To show I picked out screenshots from the development of one of my levels for Fistful of Frags which helped demonstrate the process I wanted to describe.
     
    Prior to the talk I was nervous, but I felt like I had done enough preparation. It was a fairly large group I was talking to which was somewhat intimidating. I started the talk off fairly weakly I think, but after a few minutes I began to relax. Something that helped a huge amount was our producer was in the audience and sat fairly close. We get along really well and he's known to the group I was talking to, It was comforting having brief playful chats with him. I worked my way through the sections, and found I was able to discuss them without sounding too much like I was reading from a script, a difficulty I found was then looking back at my notes and trying to work out what I'd already covered. Several of them asked questions throughout the talk which was nice, it gave me a break from constantly talking. I did totally forget toshowg pictures until half way though, they perked up a bit after that, and doing so provoked a few more questions. I closed with a few thoughts on gaining experience and how to make the most out of the time they have, following that were a few more questions, and then it was over! It lasted about an hour and a half which was longer than I expected it would. I had a few people come up to me after to ask questions, which felt quite nice as it made me feel like I had given some useful information.
     
    In conclusion, I think it was a really positive experience. I learnt so much myself, my hand writing improved and I think my confidence has a bit too, I know I can actually talk about level design now, whereas before I was worried I could never describe things coherently. I couldn't have done it without the help of others, the information you guys gave me and the people I spoke to in person was invaluable, I can't imagine how poorly it would have gone without it. Practising in-front of friends was also very helpful, I found it harder speaking to two people than I did to 40, not sure why that was but it certainly prepared me for it. Also having a cup of tea at hand whilst talking helped me relax!
    If I ever do something like it again, I'll make sure I show plenty of pictures (and not forget until halfway through), I'll start preparing sooner and not let it eat up all my spare time, and perhaps push myself to talk about some broader topics which I didn't feel capable of doing.
     
    Articles I found most use from :
    Realistic Level Design in Max Payne
    Level Design Primer : Starting a New Level (This is a fantastic read)
    Common Sense Vs Level Design
    Single Player Level Design Workflow by Magnar Jenssen
    The Iterative Level Design Process of Bethesda Game Studios
    WoLD : Level Design Workflow
     
    Thank you again for all the support and encouragement, if you have any questions please let me know!
  3. Like
    SolarB reacted to RedYager in Giving guest talk on Level Design   
    I DID IT!!
     
    And it actually went quite well! It lasted for about an hour and a half, followed by some Q&A, and I'm totally exhausted. I'll write a sort of 'post-mortem' within the next day, right now I need to have a rest. 
     
    Thank you for the support everyone!
  4. Like
    SolarB reacted to Nomad6 in [CE3] Black Forest environment(WIP)   
    Hi Mapcore!
    For my graduation year i got tasked to create an environment. A large part of the task is implementing a research aspect. In my case, learning CryEngine 3.
    I decided to create an environment somewhat based on the black forest in Germany but felt like doing something with a coastal line since that seems to be a big part of working with this engine.
     
    Although i'm far from finished, i would love some feedback on my work so far. Hopefully some of you have some experience with CryEngine and point me in the right direction. Especially when it comes to the overall atmosphere.
     
    While it warrants a seperate thread, i'm gonna place my portfolio here aswell. I'm currently looking for an internship and have to get my portfolio looking purdy so feel free to comment on that aswell  http://www.tomivens.com
     
     

     

     

     

     

     
     
  5. Like
    SolarB got a reaction from knj in Deus Ex corridor   
    Getting closer, I think... This texture is giving me a headache though   
     

  6. Like
    SolarB got a reaction from Sprony in Deus Ex corridor   
    Getting closer, I think... This texture is giving me a headache though   
     

  7. Like
    SolarB reacted to [HP] in Giving guest talk on Level Design   
    Still one of my fav reads on LD:
    http://www.gamasutra.com/view/feature/131401/gdc_2002_realistic_level_design_.php
  8. Like
    SolarB reacted to RedYager in Giving guest talk on Level Design   
    Many thanks for your input and suggestions guys, its most appreciated
     
    SolarB, what you mentioned about being listened to and not judged was quite reassuring to hear as that is something I have been worried about. I also like your idea of people being more interested in the personal workflow. I've tried to imagine what I'd find interesting if I was listening to someone talk about Level Design, and their own workflow is something I would want to hear about. I really enjoy reading interviews with level designers and artists and finding out what their personal processes are like.
     
    Sentura, I think what you mentioned about the costs of redoing things in later stages of development is really important, be it your own personal project or part of a larger development when costs are much greater. I'll try encourage them to read and follow tutorials and point them in directions, after-all I've been going over as many as I can myself this past few weeks. I also see your point about them being demotivated when seeing work from more experienced people, perhaps I should talk about the more general usage of online communities to develop their skills.
     
    Idolon, funny what you mention about needing to define what level design actually is. I've never had to really describe it to anyone, and it sounds ridiculous but I'm having trouble putting it into words! I think I will use some images of my previous projects, it will certainly help me explain myself better as well helping others understand as you say. As for the theory side of things, I'm thinking of working in little bits of that whilst talking about the more practical sides of things, little bit of this, little bit of that. 
     
     
    Thanks again for your help!
  9. Like
    SolarB got a reaction from RedYager in Giving guest talk on Level Design   
    I've had some experience lecturing - in philosophy, not level design unfortunately - it can definitely be nerve-wracking until you realise you're not being judged, you're being listened to! You're not expected to be 100% correct about everything, especially with such a broad topic to which there are multiple approaches.  This is just my opinion but I think the students and teachers would be more interested in your personal approach and what you have learnt from experience, how you bend the rules etc. so you can always CYA like this.
     
    Personally I would be interested in hearing about what you think makes a level fun and interesting to play and how you would approach this (points of interest, timings, etc).
     
    Oh and time will go very fast once you're in the swing of it so you might not even get to cover everything, but if this is not the case there's always question time 
     
    Good luck!
  10. Like
    SolarB got a reaction from Nexusdog in Giving guest talk on Level Design   
    I've had some experience lecturing - in philosophy, not level design unfortunately - it can definitely be nerve-wracking until you realise you're not being judged, you're being listened to! You're not expected to be 100% correct about everything, especially with such a broad topic to which there are multiple approaches.  This is just my opinion but I think the students and teachers would be more interested in your personal approach and what you have learnt from experience, how you bend the rules etc. so you can always CYA like this.
     
    Personally I would be interested in hearing about what you think makes a level fun and interesting to play and how you would approach this (points of interest, timings, etc).
     
    Oh and time will go very fast once you're in the swing of it so you might not even get to cover everything, but if this is not the case there's always question time 
     
    Good luck!
  11. Like
    SolarB got a reaction from BJA in Deus Ex corridor   
    @Void - thanks for the suggestions, I'm trying to match the concept art as best I can so nitpicking is good  re doors and such I think it's the weird perspective, I can't quite get it right (even using camera match).  I'm following the proportions that the artist has been kind enough to share here so I'm really not quite sure what's going on.
     
    @will2k - For me the original Shadow Warrior was the best thing to come out on Build, yup, good times
     
    @BJA - sweet advice and thanks, reworking the scene to try and better match the perspective, definition, etc.
     
     
    Some whitebox screens to show where I'm at with the lighting:
     

     

  12. Like
    SolarB got a reaction from D3ads in Deus Ex corridor   
    Hi all, this is my first attempt at an interior scene in Cryengine.  I'm mostly a noob so the minimalism of the concept art was a perfect fit.  It's still a WIP but it would be great to get any feedback/constructive criticism/abuse.
     
    concept art:
      my attempt:
  13. Like
    SolarB got a reaction from TheOnlyDoubleF in Deus Ex corridor   
    @Void - thanks for the suggestions, I'm trying to match the concept art as best I can so nitpicking is good  re doors and such I think it's the weird perspective, I can't quite get it right (even using camera match).  I'm following the proportions that the artist has been kind enough to share here so I'm really not quite sure what's going on.
     
    @will2k - For me the original Shadow Warrior was the best thing to come out on Build, yup, good times
     
    @BJA - sweet advice and thanks, reworking the scene to try and better match the perspective, definition, etc.
     
     
    Some whitebox screens to show where I'm at with the lighting:
     

     

  14. Like
    SolarB got a reaction from 1488 in Deus Ex corridor   
    Hi all, this is my first attempt at an interior scene in Cryengine.  I'm mostly a noob so the minimalism of the concept art was a perfect fit.  It's still a WIP but it would be great to get any feedback/constructive criticism/abuse.
     
    concept art:
      my attempt:
  15. Like
    SolarB got a reaction from Squad in Deus Ex corridor   
    Hi all, this is my first attempt at an interior scene in Cryengine.  I'm mostly a noob so the minimalism of the concept art was a perfect fit.  It's still a WIP but it would be great to get any feedback/constructive criticism/abuse.
     
    concept art:
      my attempt:
  16. Like
    SolarB got a reaction from kinggambit in Deus Ex corridor   
    Hi all, this is my first attempt at an interior scene in Cryengine.  I'm mostly a noob so the minimalism of the concept art was a perfect fit.  It's still a WIP but it would be great to get any feedback/constructive criticism/abuse.
     
    concept art:
      my attempt:
  17. Like
    SolarB got a reaction from knj in Deus Ex corridor   
    Hi all, this is my first attempt at an interior scene in Cryengine.  I'm mostly a noob so the minimalism of the concept art was a perfect fit.  It's still a WIP but it would be great to get any feedback/constructive criticism/abuse.
     
    concept art:
      my attempt:
  18. Like
    SolarB got a reaction from ⌐■_■ in Deus Ex corridor   
    Hi all, this is my first attempt at an interior scene in Cryengine.  I'm mostly a noob so the minimalism of the concept art was a perfect fit.  It's still a WIP but it would be great to get any feedback/constructive criticism/abuse.
     
    concept art:
      my attempt:
  19. Like
    SolarB got a reaction from RedYager in Deus Ex corridor   
    Hi all, this is my first attempt at an interior scene in Cryengine.  I'm mostly a noob so the minimalism of the concept art was a perfect fit.  It's still a WIP but it would be great to get any feedback/constructive criticism/abuse.
     
    concept art:
      my attempt:
  20. Like
    SolarB got a reaction from will2k in Deus Ex corridor   
    Thanks! I'm thinking of just adding a normal map with the rivets/lines and maybe a detail layer or better spec map for the roughness. Is it good practice to have the lines in the diffuse as well?

    Texturing will be a bit painful cos silly me made the walls as one object so I'll have to split it into segments. Forgive my ignorance of modularity, haven't really made a map since Build engine where you could just raise bits of ground and give them textures
  21. Like
    SolarB got a reaction from Castle in Deus Ex corridor   
    Hi all, this is my first attempt at an interior scene in Cryengine.  I'm mostly a noob so the minimalism of the concept art was a perfect fit.  It's still a WIP but it would be great to get any feedback/constructive criticism/abuse.
     
    concept art:
      my attempt:
  22. Like
    SolarB got a reaction from e-freak in Deus Ex corridor   
    Hi all, this is my first attempt at an interior scene in Cryengine.  I'm mostly a noob so the minimalism of the concept art was a perfect fit.  It's still a WIP but it would be great to get any feedback/constructive criticism/abuse.
     
    concept art:
      my attempt:
  23. Like
    SolarB got a reaction from holiestcows in Deus Ex corridor   
    Hi all, this is my first attempt at an interior scene in Cryengine.  I'm mostly a noob so the minimalism of the concept art was a perfect fit.  It's still a WIP but it would be great to get any feedback/constructive criticism/abuse.
     
    concept art:
      my attempt:
  24. Like
    SolarB got a reaction from Sprony in Deus Ex corridor   
    Hi all, this is my first attempt at an interior scene in Cryengine.  I'm mostly a noob so the minimalism of the concept art was a perfect fit.  It's still a WIP but it would be great to get any feedback/constructive criticism/abuse.
     
    concept art:
      my attempt:
  25. Like
    SolarB got a reaction from penE in Deus Ex corridor   
    Hi all, this is my first attempt at an interior scene in Cryengine.  I'm mostly a noob so the minimalism of the concept art was a perfect fit.  It's still a WIP but it would be great to get any feedback/constructive criticism/abuse.
     
    concept art:
      my attempt:
×
×
  • Create New...