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Posted

Hi guys, here's my portfolio.

Feedback on my work, or the portfolio, or both, is very much appreciated.

I've also released articles under the blogs section, but i'm still working on making it more obvious theres some interesting stuff there as well. Suggestions to solve this is also very much appreciated.

Thanks!

www.filip.coulianos.se

Posted

Hands down best amateur level-designer portfolio I have seen in a long time. Excellent presentation of the planning and gameplay decisions you made before and during the development of the levels. This is the less obvious and harder part to demonstrate in comparison to showing that you are comfortable with the tools. Easily navigable website, all the important information is there.

I see that you've already been interviewed by Crytek Budapest, doesn't surprise me at all! :)

Posted

Wow, thank you for the kind words!

The Budapest job didn't go to me though, most probably because of my small experience with Cryengine.

One really has to know all engines to get a job these days, otherwise the company looks for a dude from their fan-community with years of experience with the tools instead :P. Ah well, that just means one never should stop learning new stuff!

Posted

Wow, thank you for the kind words!

The Budapest job didn't go to me though, most probably because of my small experience with Cryengine.

One really has to know all engines to get a job these days, otherwise the company looks for a dude from their fan-community with years of experience with the tools instead :P. Ah well, that just means one never should stop learning new stuff!

I would always pick someone with profound design knowledge with no experience with the tools over someone who knows the tools, but has little idea on how to design a good level. At least when his track record shows that he can adapt and learn how to handle the tech in an adequate time. Of course when you are in a position to pick somebody who is the full package, you hire that guy ;)

Chin up though, I believe you are on the right track.

Posted

The Budapest job didn't go to me though, most probably because of my small experience with Cryengine.

One really has to know all engines to get a job these days, otherwise the company looks for a dude from their fan-community with years of experience with the tools instead :P. Ah well, that just means one never should stop learning new stuff!

Not true, it is impossible to know all the different level design tool sets to a professional level and almost every company has their own variant of a toolset that they will want you to learn. You got to impress people with your design skills and how well you can fit into a new/current level design team. Your portfolio is very cool, I especially like the dev video's and your analysis of HL2 pacing. Keep looking you will find a job. :)

Posted

Thank for the support people :D.

I don't grief that much about the job. It gives me more time to do some more personal projects I'd really would like to do before I get hired.

Sock:

If you are interested I just released an article about how i used it to create variation in gameplay mechanics and pacing when creating project 25. It's on my blog, or you can get it here:

http://filip.coulianos.se/files/FilipCo ... pacing.pdf

Posted

I love your decadence level! It's got one of the best environment art in any Source mods. I also love how you guys made the maps open source. It's always nice to see how other people approach things in the same editor you are used to.

Posted

I would just like to join the crowd here and say that it indeed is a very solid portfolio you have there! At first I thought 7 minutes of video just for one project was a bit excessive, but it turned to interesting enough for me to watch through all of it :)

Posted

Again thanks everyone!

Minotauro:

Thanks, but it was really a team effort. Both Pomperi and Nurb and others helped out alot with propmaking and feedback. We also had a pretty set art direction so the boulevard is by no means just me jammin' som polygons; there was a tight team behind it.

Regarding releasing the levels open source i really dont know why people do that more, its not like there's any point in not doing it. Evil minded people who wishes to use your creations will find ways to steal the ideas/layouts/concepts anyway.

Zacker:

Yes, I totally agree that 7 minutes is a bit excessive. That video was actually the first one I did and I had a very hard time creating a below 10 minute presentation for a project that had been going on for 2,5 months in which i had learned so much and also written a 50 page report about.

In the project 25 video I focused on having a video with the most important parts of the mod and then adding a narrative voice ,to that which ended up in a pretty long video with a couple of minutes where I don't even say anything.

I later found that writing a script which had all the important things I wanted to say and then adding video that fitted to that script is much better when you want to communicate a message. It keeps things short, focused and interesting.

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