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MikeGon

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Everything posted by MikeGon

  1. Wow great work @Radu!! Looks so cool Man I really gotta set some time aside and test all these wonderful maps y'all shipping
  2. Makes me nostalgic... I also did my fair share of work in the food industry, from 14 to 20 years old to be exact... butcher, fast food cook, cashier, diver, boss boy, you name it! Nowadays one thing I like to say is this: 50% of the skillset you need for your dream job is common to any job. So you can always work on fundamental skills like teamwork, social, discipline, professionalism, etc. and master those while you're on your way to your dream job Congrats @That50'sGuy and @Quotingmc
  3. Aaaaand looks like modders have already figured out how to unlock some of the forge stuff: https://www.nexusmods.com/halothemasterchiefcollection/mods/?BH=1
  4. Yup you probably seen it but here's a great video on that topic:
  5. Looks like they got some ex Platinum Games peeps involved: https://www.gamesindustry.biz/articles/2019-12-10-tatsuya-minami-reportedly-starts-new-capcom-backed-studio-m-two-inc Sounds promising!!
  6. Holy shit can't believe there's already that much work done on 3 when 2 came out less than a year ago... in total that'll be just 15 months of gap between the 2 releases, feels like this must have been in development at the same time and they kept it in their back pocket Also why not show this on stage in a more exciting way at game awards later this week instead of just throwing this out there? (Btw expect a few more reveals in the coming days, they're probably not alone at doing this...) Looks cool idk but not sure if it's a good idea to put this anywhere near that RE Survive game
  7. You're learning modelling by yourself? That's awesome @Donskioni keep it up!! Oh shiet you're in for the worst
  8. ***For clarity, I didn't work on it, that's a different team at the studio. I'm on the Halo Infinite team. Just very proud that we finally released something lol I know the PC versions are taken very seriously and I would be surprised if it was based on the old Gearbox port tbh. I'm 99% sure it's the 2011 Anniversary version but I could be wrong... I think the idea was to start on a good note because Reach is beloved by most Halo fans (at least nowadays... yeah I remember, when it released it got shitted on because they added sprint lmao) MCC on PC is basically the
  9. Aww yisss so pumped for this!! True he did sprint, grab, tentacle you and shoot rockets at you but like... only one of those at a time so I guess is manageable??? That reminds me RE3 had contextual dodges... combine that to what we got in RE2R and I guess we're basically getting the RE4 control scheme at this point
  10. So yesterday we released the PC version of Halo Reach on MCC, and looks like it's doing great!! It's one of my personal favorites in the series, brings so much memories of my college days where I was basically drunk 24/7 Played last night plus a couple times internally and I must say, the mouse & keyboard makes it feel like a whooole different thing... SWAT in particular is f*cking nuts The game is also supporting mods so I'm excited to see what crazy stuff people are gonna come up with! Did you guys play that one back in the day? (So Halo is part of the PC
  11. Our whole life is stored forever in the depths of the internet and will still be found by our grand-children in a million years from now Not to mention the FBI who's recording everything we do because we make maps for violent video games
  12. Looks fun great job dude!! This definitely needs more violence and micro transactions to break in the Chinese market though just sayin
  13. Wowww someone needs to do a good deep introspection
  14. Sooo about the "custom skins are breaking the game" thing going on right now... Clearly the CS visual direction is restricting them immensely. Feels like they can barely expand at all when it comes to player models, because of how good/bad they would blend with some of the environments. Basically right now, they're stuck in a situation where they want to add more variety to player models but none of them can be "too camo", "too saturated", "too dark", "too bright", "too contrasted", "not contrasted enough", have a "too small silhouette", "too big silhouette" etc. etc. otherwise it af
  15. We will talk about this day to our grandchildren's grandchildren
  16. I was just talking with @Radu about this, basically Valve seems to have philosophy of only working on stuff when they know they can make interesting leaps/experiments with it... this alone makes me excited to see what they're up to with this thing! Besides, they have their own VR hardware and they have to push it with a magnum opus of a game, seems like that might be it idk I'm excited we'll see!
  17. It's ok I think it's safe to say none of us really like video games anyway (cries in game developer)
  18. @Tisky so you wanna go design or art? Those are two very different paths with their own set of priorities... Personally what I did after finishing school until I found my first gig was shipping a ton of small level design projects on various editors, with a quick turnaround (1 project per week on average including pre-prod, documentation, etc) to build a decent LD-focused portfolio and replace the cringy school projects asap. Most of them were be pretty bad at first but they slowly got better and better. I recommend doing this because that way you not only build a portfolio, but also inve
  19. I think they're cool I'll ride one to work every morning they would look way less creepy if they at least had a face though
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