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MikeGon

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MikeGon last won the day on March 8

MikeGon had the most liked content!

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About MikeGon

  • Rank
    Regular

Online IDs

  • Battlenet
    Nippleberry#1823
  • Steam
    mgonth
  • Twitter URL
    https://twitter.com/gonthiermike

Profile Information

  • Real Name
    Mike Gonthier
  • Employer
    Defiant Studios
  • Job
    Level Designer
  • Location
    New York NY

Profile Fields

  • Website
    mikegonthier.com

Recent Profile Visitors

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  1. MikeGon

    Resident Evil 2 Remake

    Fair enough but idk if playing the original would even affect one's experience in a negative way- that game was ages ago and it's fair to say most people didn't play recently, so it's like a fresh start
  2. MikeGon

    Dome Modeling Pains

    Good indeed Oh yes 3ds is certainly an acquired taste haha but you can make pretty much anything with it, just like Maya (someone correct me if I'm wrong)
  3. MikeGon

    Dome Modeling Pains

    I'm not a modeller but hopefully I can help a bit. Pretty sure you can make those shapes with modifiers in 3ds Max: Large glass surface with geo + modifiers like Taper/Spherify/FFD box etc. Don't need to worry about the bottom, you can just cut it + sink it in the ground White trims with splines and loft Supports for white trims with spacing tool, using the same splines Would the interior be playable or not? If not, can we go right next to the building or is it meant to be far away?
  4. MikeGon

    Overwatch

    YOOOOOOOOOO GUYS
  5. MikeGon

    What's going on with your life?

    You could send them to English school while speaking French at home (or vice-versa), and I guarantee they'll learn the Montreal way! Genre tu parle en Francais but sometimes you switch to English dans le middle de ton sentence.
  6. MikeGon

    [WIP][CS:GO] Jupiter

    Hey this looks great! I'm not really the guy to comment on visuals and aesthetics, but looking at the topdown there's a couple stuff that stick out to me: From CT spawn, the path to A looks way longer than the path to B. This would be fine if Ts actually need more time to get to A as well, but a side effect of this is that players will probably default to the one that's closest to them, because they can get to the action faster. That might be acceptable, but personally I like to make them both at same distance so they both feel as compelling as one another. T-Spawn to Mid looks longer than CT-spawn to Mid. Usually timings should be made such that the first guy on each team both turn the corner and see each other exactly at the same time. Otherwise the first guy gets to prepare and aim, which makes the encounter more advantageous for them... btw I'm making these comments based on what I'm seeing on the topdown shown above, including the doodles, and I know it's probably not meant to be accurate. But hopefully that helps!!
  7. MikeGon

    Overwatch

    @fewseb I like the point you're bringing about the roads, I agree that roads leading outside the map could add even more world-building in there. In fact it's there on a couple maps (King's row comes to mind, that gated road on the right immediately out of attacker spawn, also on Hollywood on the left side): but i don't think that kind of stuff is critical at all, especially since they are situated in pretty much to the least visited areas on each map, because attackers sprint out of the spawn as fast as they can and this is quickly behind them... (in fact people are so rarely playing there that its freaking hard for me to find screenshots of it! Good thing it's actually visible on the loading screen image for Hollywood )
  8. MikeGon

    Sekiro

    I played a lot of it since it came out, and fell in love with it! I'm actually surprised we're not talking about it more! It has great mechanics, art, and is also a masterclass for level design so I highly suggest you guys play it, at least for research. Yeah It's definitely closer to a fighting game now... It's the kind of game you have to dedicate time and patience to, and then it pays off with a great feeling of accomplishment. You learn and become good at the game, instead of the character leveling up or something. So many games were tough as nails back in the day, and this game is in that same kind of vein, but it's still very fair. If you played any tough retro games, it'll be very approachable for you. TLDR, if you played any DMC/Castlevania/Contra/Ninja Gaiden before you'll be fine
  9. MikeGon

    Roald van der Scheur | Level Designer

    Hey @Roald I really like your portfolio, it's simple and your projects are all in one place, and easy to go through! One thing I would do is put the email address on the front page, so recruiters can quickly glance at your stuff and contact you. Apparently 98% of visitors spend under 30s on a portfolio website, so you need to get the point across real fast: (Those are stats for mine but I can't imagine it's very different for others...) Think about what you have time to do in like 25s... this means that they don't really read text, just skip through Youtube videos, etc. Recruiters quickly look at your stuff, send it to leads, see the email address, contact you and that's it. The other pages (contact/about/log) won't really be used, you could almost remove them if you want to make your portfolio even simpler. Content is what matters, which is why I personally prefer to remove everything else. That stuff is usually redundant or not so useful anyways: Personal statement/description - Nobody reads that, unfortunately... and that's mostly what interviews are for anyways, to see what you're like as a person. Working experience - They can easily see that on your Linkedin or through the projects themselves (like if you have The Division in your projects they know you worked at Ubisoft...) The list of softwares you know - It doesn't mean much because they expect you to be able to pick up any software anyways. Contacts - Only your email address is needed, which you can put on your front page anyways. Anyways good job it's looking solid!
  10. MikeGon

    Rage 2

    Looks fun!! Getting this when it comes out for sure
  11. MikeGon

    Opal

    Thank you, but I actually haven't touched the stairs yet But if you look at photo refs, you can see that those large steps are actually real. I think the reason why they feel weird to some players is because they expect them to be your standard sized steps and they look like a mistake. Maybe mixing them up with normal ones could help with this... Speaking of photo refs, I just backed up all my files and refs on the cloud! (Let's just say that a certain misfortune teached me a good lesson recently... ) So here's a Pinterest board with all the photo refs I'm using for this project. What's cool about this is that you don't have to worry about your PC suddenly combusting and losing all you stuff! Plus it's pretty smart at showing you similar images that might be worth adding to your board. I agree! I've been using mainly the blue ones because the white/blue color scheme looks good, but I should add more variety in there. I should probably make a tintable custom prop for these since I'm using them all over the place too...
  12. MikeGon

    [cs:go] de_urbany [5v5 & Wingman]

    Hey good progress, I like the changes! I suggest looking at photo references a lot, to help with the "realistic" aspect of it all. Yeah it's definitely the bots, don't worry about it
  13. MikeGon

    Opal

    Working on some big changes! I spent a lot of time pondering over the core issues, and decided to tackle them: Removing "A chokepoint to Mid" connector (the vaulted tunnel that started under the platform there) Removing "B chokepoint to Mid" connector (the fact that the staircase room was directly linked to the large tunnel below) Adding new connector from Mid directly to bombsite, one for each. They are meant to be faster route than the other ones, and reduce rotation time Reworking layout of lower Mid, especially to make it more compelling for Ts entering the area Reworking layout of A site, namely extending buildings to reduce the number of angles we need to worry about Removing connector near Chokepoint A, that connected to mid (the area where Ts could jump on a white block and directly into a terrasse on upper Mid) Removed vine ladder on CT side of Mid. In short, there's no more awkward skip from the ground level into upper Mid Making a few more changes, then uploading that as a separate version on workshop. 2.0, I guess... Cheers!
  14. MikeGon

    Epic Games Store

    There you go, problem solved
  15. MikeGon

    Epic Games Store

    I bet someone out there is working on some kind of hub software as we speak. A program that regroups and launches games that are on any game launchers...
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