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Psy

Aaron Garcha - Level Designer

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I really like the Paradigm Decay screens - the atmosphere looks really good IMHO. The PLR Nightfall TF2 map looks pretty good too. I like how you use weather in your maps to add to the overall feel - the snow and rain I mean.

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The same as Furyo :) I haven't play nightfall yet but it's on the server I play so it's a question of time. Your port is simple, it's near like that I want the futur mine to become. :-D

Ho ! And congrats for the contest, i hope I'll found some time for the next :/

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Ho ! And congrats for the contest, i hope I'll found some time for the next :/

Ah. It's a good thing you did!

Anyway, I've updated my port so it has a less generic colour scheme and looks a lot cleaner.

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Anyway, I've updated my port so it has a less generic colour scheme and looks a lot cleaner.

I love this simplicity and this pink !

Is used to advice Neji to take pink color for his port too, we should admit that this fit pretty well with your work ^^

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So I'm looking for work now and need some advice on what changes could be made to my portfolio to make it more appealing.

I'm been thinking of writing in-depth articles about the thought process and development of each project. I know that most people will skip them but maybe it's worth adding just to show my development process? I've almost finished a lengthy piece about Nightfall that includes the original sketches, screenshots from early alphas, and plenty of info about how I shaped the level around player feedback and my own observations.

I've already had advice from Valve where they suggested that I work on collaborative projects in other genres, as well as keeping diaries of each project which allow me to keep track of how things have developed.

Now I want some Mapcorian feedback. :derp:

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So I'm looking for work now and need some advice on what changes could be made to my portfolio to make it more appealing.

I'm been thinking of writing in-depth articles about the thought process and development of each project. I know that most people will skip them but maybe it's worth adding just to show my development process? I've almost finished a lengthy piece about Nightfall that includes the original sketches, screenshots from early alphas, and plenty of info about how I shaped the level around player feedback and my own observations.

I've already had advice from Valve where they suggested that I work on collaborative projects in other genres, as well as keeping diaries of each project which allow me to keep track of how things have developed.

Now I want some Mapcorian feedback. :derp:

I always like to read in-depth articles like the ones you mentioned. I think they add a lot of value to a portfolio and help the visitors to see/ verify what was the designer's approach behind the final product. If you do that, you'd have already at least one reader :P

I wrote two articles of "Behind the (levels)" to add to my oncoming portfolio update for the same reasons as yours. I invested more time than I expected to write them, but I think in the end the effort will be worth.

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Did you use one of those web services to build this site? I love the look.

And I will repeat what others have said, the pink accent is great. I noticed that design and color accent roll over into your CV, which I think is a very cool look.

Well Done!

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Did a very slight rejig of the design, but most importantly started adding some scripting examples here that I've put together in UE4. Might add a couple more if I can think of any ideas, though I really need to put a singleplayer level on there. :v

Edited by Psy

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