Lee3dee Posted November 29, 2008 Report Posted November 29, 2008 With my recent layoff from Gearbox, I've been using this past month to work on art tests but I want to start expanding my knowledge of other game editors. I've been using Unreal tools for about 4 years, so its very familiar to me, but I feel as though its limiting me when applying for jobs. Which editor do you think would be easy for me to pickup and start learning. I briefly experimented with COD4 radiant a few months ago found the navigation difficult compared to Unreal. Unreal tool set has spoiled me with its ease of use. thanks Lee Quote
Steppenwolf Posted November 29, 2008 Report Posted November 29, 2008 I would go with Sandbox if you want to widen your horizon to something that is modern and not based on bsp trees. It should also be easy to pick up. I checked it out and its very similar to what i use at work (Diesel), which i had no problem at all to learn. Radiant and Hammer belong in the same category as Unreal Editor imo, you would learn a new tool but no new method for level design. It sure would make sense to learn one of these tho if you want to apply at a company that uses them! Quote
e-freak Posted November 29, 2008 Report Posted November 29, 2008 have been working with hammer and sandbox2 (ce2) and they both are somewhat simmilar to ue3. sandbox is quite intuitiv and the scripting is quite simmilar to ue's while hammer is more from the brushwork/modelling part simmilar to ue. L4D and TF2 are definetally the best games atm to go for with custom-maps. Source SDK is quite a lot more deeper than it comes to custom-content though. UE3 and SB2 are way easier in terms of custom content importing. edit: Disagree with Steppen: The gameplay of crysis is different - that's why the SB2 levels are different, but esp with TF2 and L4D you'd need to reconsider the ways of creating levels to most of the UE3 games. It's technically simmilar but it really something much more compelling to work with the rules of these two titles. Quote
Steppenwolf Posted November 29, 2008 Report Posted November 29, 2008 But it's not about fancy custom maps. He want's a better chance on the job market! I would learn the cutting edge technology rather then something that is kinda outdated from a technical and work flow perspective. Quote
Lee3dee Posted November 29, 2008 Author Report Posted November 29, 2008 I'm more interested in broadening my tools than being only limited to 1 editor. Isn't radiant used in a lot of games recently? Is hammer similar to radiant? so would it be easier to learn radiant over Hammer? Quote
Steppenwolf Posted November 29, 2008 Report Posted November 29, 2008 They are both similar but Hammer to Radiant is like Wordpad to Microsoft Word. You can do similar things but Radiant is way more advanced and versatile. But of course also harder to learn. Quote
FrieChamp Posted November 29, 2008 Report Posted November 29, 2008 Radiant is traditionally used by titles that use quake/doom engines. I've never wrapped my head around it, maybe I haven't tried hard enough, but as you said, finding your way around the interface is a nightmare for beginners, so you will have an easier time with Hammer or Sandbox2. Take this comment with a grain of salt though as I personally haven't touched Radiant for ages, so maybe some dramatic changes have been made to the interface, possibly by IW for CoD4, but reading your post, it doesn't seem that way and I don't think it's just you being spoilt by the UE3 SDK. When it comes to Hammer or SB2, SB2 is probably the more complete package, or let's say the more up-to-date one in terms of usability, tools, technology. In the end it doesn't sound like you want to learn the editor that is the easiest, but the one that increases your chances to get hired, which makes all my previous comments somewhat irrelevant. I'd go with the engine/tools that the studio uses you send your application to, or the one that makes your environment art shine the most. Quote
Jetsetlemming Posted November 29, 2008 Report Posted November 29, 2008 Have you tried environmental design in a 3d modeling program like Maya? It's certainly a significant part of the industry, I think. Quote
VoodooBenshee Posted November 29, 2008 Report Posted November 29, 2008 the other question is, why are all interested in shooter editors? why don´t you try making custom maps for rts games like world in conflict, company of heroes or command & conquer? with those type of games i found my way to the industry. Quote
e-freak Posted November 30, 2008 Report Posted November 30, 2008 most probably because everyone who's able to use UE3/Hammer/Radiant/SB2 is able to use a simple RTS Editor (well pun here maybe - last editor I used was World Editor for WC3 and it's noway as complex as a shooter-editor) Quote
dux Posted November 30, 2008 Report Posted November 30, 2008 Try using Worldbuilder for Company of Heroes. It has some really sweet tools you can do so much with it. Quote
2d-chris Posted November 30, 2008 Report Posted November 30, 2008 My vote would be Source and Sandbox If you've used Unreal for so long, sandbox will be a walk in the park. Source is a litle old school but it's also quite nice to build quickly without tons of artists. Quote
tofu Posted November 30, 2008 Report Posted November 30, 2008 If you're going for a standard LD position then I'd want to see how concentrated your gameplay designs are over what or how many toolsets you feel you're competent in. Candidates would learn fast inside the studio, surrounded by others who know the tech. If you've learned one already - you've shown you have the capacity to understand the technical aspects to creating your work. I'd rather see a small SP level done in Gears of War than seeing your resume stating that you know Unreal and Hammer/SE, but don't have a solid gameplay demo available. Quote
Sentura Posted November 30, 2008 Report Posted November 30, 2008 If you're going for a standard LD position then I'd want to see how concentrated your gameplay designs are over what or how many toolsets you feel you're competent in. Candidates would learn fast inside the studio, surrounded by others who know the tech. If you've learned one already - you've shown you have the capacity to understand the technical aspects to creating your work. I'd rather see a small SP level done in Gears of War than seeing your resume stating that you know Unreal and Hammer/SE, but don't have a solid gameplay demo available. i agree, semantics over syntax. Quote
mjens Posted November 30, 2008 Report Posted November 30, 2008 CryEngine 2 is very up to date, so if you have a powerfull machine go for it. Source and IDTech4 engines are less next-gen but those are really simple to use. I suggest you to check HL2's Source engine (you can have some problems with instalation )... GOOD :megaman: LUCK Quote
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