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Psyrius last won the day on December 24 2015
Psyrius had the most liked content!
Profile Information
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Real Name
Andreas
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Employer
Fatshark
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Job
Level Designer
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Location
Stockholm, Sweden
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Website
andreaslindholm.nu
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Becoming a 3D artist and Level designer (Need opinions/ suggestions)
Psyrius replied to ItzOmega's topic in Level Design
I was pretty much in your position 2 years ago. And now I will start my internship at DICE in January. All I can say is, Decide whether you want to become a 3D Artist or Level Designer, and focus on that. At most companies, those roles are separated. At some smaller companies, those roles can overlap and you might be able to work with them both, but it's not something you should aim for. Read articles, books, watch GDC, find inspiring people and subscribe to them (one example is Mark Brown on YouTube) Look up and find the best education possible and consider moving if required. This is also great for getting new connections. Start creating a nice portfolio and CV. Look how other 3D Artists or Level Designers have done theirs for inspiration. When all of this is done, you can start sending out personal letters together with your portfolio and CV to game companies and hope for the best. Or you could go the other way and start something yourself, but I don't have any experience with that -
Sorry for resurrecting an old thread, but I think it makes sense. I just want to inspire others with that the world is full of possibilities and if you fight and work hard for something, you can make dreams come true. I know that I am in a superior position when it comes to welfare and student loans and stuff by just living in Sweden, but keep fighting everyone. If I can make it, I believe that you can too. I just signed the agreement of an internship position as a level designer at DICE here in Sweden Starting in January 2018
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Psyrius reacted to a post in a topic: [WIP] de_Palace
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Sorry for being nosey, but who?
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Is the creator(s) a member of MapCore?
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Good speech. I was feeling a slight urge today going back to Hammer and create a map for CS, but I could only think of all the time consuming problem it has so now I'm not sure anymore. It's good that this subject is talked about. Let's just hope that the tools will be updated soon.
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Psyrius reacted to a post in a topic: The user experience of Level Editors
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I got in So in september I'll start my game design education (not 3D-graphics) for 2 years Worked so hard for this and I'm really happy!
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I think RAGE was great. I had a great time when I played it I don't know why it has gotten so much hate.
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Psyrius reacted to a post in a topic: [WIP] de_pharaoh
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Psyrius reacted to a post in a topic: Epic Games & MapCore's Unreal Tournament Level Design Contest Discussion
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Your full name: Andreas Lindholm Your nick name: Psyrius Map name: DM-Scoria-V02-2 Download link: https://www.dropbox.com/s/pow61r95go2hbzn/DM-Scoria-V02-2-WindowsNoEditor.pak?dl=0 Description: A dwarven fortress set up high in the mountains. They have used this base to harvest the powerful molten energy from the depths of the earth. What will they do with that power? That doesn't matter anymore. It was the perfect place to have an Unreal Tournament. (Epic Games & MapCore's Level Design Contest) “I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).” EDIT: I'm working on a lot of layout and design improvements in my latest version of this map, but that layout isn't playable yet. When I got the message from Sprony that I had to recook my map, I had to go back to an earlier version which had the layout you see in the following screenshots, but some of the textures, lighting and atmosphere is different. The recooked map is called "DM-Scoria-V02-2" and you can download it via the download link above. I'm sorry for the bad lighting and stuff, but it should be playable.
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Looking forward to see how this evolves
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This is the first time I'm creating an Unreal Tournament map and I'm also taking on a big challenge with trying to design something for a fairly new gamemode. 2 days ago, I had an idea in mind that I wanted to create. I blocked in most of the level which takes place mostly inside a building, but I also had an outdoor area. The scale is right and everything, but there's not enough pathways and flank routes. And from what I've understood lately by taking a deeper study of the level design in Unreal Tournament, you'd need a fairly open map with lots of tiny/medium cover, so you can kind of get a sense of your opponents movement around the map. Another big challenge is to implement a healthy amount of trick jumps and stuff into the level. I've played some Unreal Tournament back in the old days, but my experience is far from having enough knowledge how to design it all so it appeals to both professionals and beginners. I think I'm gonna start over with the blocking phase and design something that will really grasp the foundation and core gameplay. It shouldn't be too hard to do that, but the biggest problem for me is to visualize how to map is gonna look after the detailing phase. It's easy to block in something and build something maze-like with interesting layout and geometry, but what the hell is gonna be there in the end? I want it to kind of make sense. I guess it's more important in a CS:GO as an example, that everything kind of needs to be realistic. But I doubt a "maze-arena-full-of-interesting-trick-jumps-kind-of-map" will make it into first place if you don't have a art direction and theme that makes abit of sense. That's what's keep restricting me to move fast forward.
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I'm trying to figure out how to curve a walkway in the BSP phase. Can someone help me? I've also tried using meshes, but I found it abit hard on how to snap them together? Some floors when turned 45 degrees doesn't really snap? Edit: Solved it. Worked better when I saw you can make cylinders hollow.