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Jean-Paul Jarreau - Photographer/Level Designer


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Posted

Loaded fine for me. Only thing that I didn't like was the sideways scrolling. At least the mousewheel works though. So it's not a huge deal.

Ideally you would have one of those left/right arrows that slides to the next photo.

Posted

You are a great photographer, i'm sure i've seen something already when you had the interview up on mapcore, but really, congrats.

Is this a portfolio just to share your stuff or is aimed at finding a job? Because i'd expected more ephasis on the level design (in the second case).

That said, load time would be quite good if all sections took the time of "Cerion" (~11sec), "The Void" took much longer. I have a shitty connection btw.

Improvements? Well, I trust your friend has done a hell of a job (really like the site), but I'm pretty sure i've seen scripts to show images as soon as they were downloaded. At least you should really have something spinning in the middle of the frame, if not even a progress-bar, to make clear something is loading (not everybody will notice the stock spinning icon in the browser's url-bar).

I also appreciate A LOT the horizontal scrolling, is something i like a lot and find very natural when done this way, usually is done poorly (read: laggy) but yours is fluid :) that said, it wouldn't hurt to have a minimalistic arrow to click... people are dumb.

Posted

that said, it wouldn't hurt to have a minimalistic arrow to click... people are dumb.

HEY :D

Anyways some javascript/jquery/jsexy to dynamically load the elements as well as add visual queues for navigation would truly help. Horizontal alignment is also against the norm and while fashionable it overall hurts the end user unless they are given the visual tools to understand the layout.

Posted (edited)

All the black mesa stuff is remakes of the original, so I didnt really plan the level out in a traditional sense? What would top down views of single player levels help accomplish? I mean I guess im confused on what I should say here on my work.

I would also read this as an environment artist portfolio. Sure Black Mesa a remake, but I know you didn't remake it exactly as it was. Did you change the environment significantly? Why? Did you change the gameplay or pacing? Why? Did you have difficulties with players understanding what to do or where to go? How did you solve that? Level design is very much about constantly identifying and solving problems. Simply showing a bunch of screenshots is not communicating any of that.

Some pages still take a while to load (like The Void). A simple bit of text like "Please wait for the images to load" would do the trick.

What should I add to communicate that I did a LOT more than just artistry? Just a short snippet somewhere on the page explaining what I did?

Loaded fine for me. Only thing that I didn't like was the sideways scrolling. At least the mousewheel works though. So it's not a huge deal.

Ideally you would have one of those left/right arrows that slides to the next photo.

Ill have to see what I can do here, idk if I like the arrows very much visually.

You are a great photographer, i'm sure i've seen something already when you had the interview up on mapcore, but really, congrats.

Is this a portfolio just to share your stuff or is aimed at finding a job? Because i'd expected more ephasis on the level design (in the second case).

That said, load time would be quite good if all sections took the time of "Cerion" (~11sec), "The Void" took much longer. I have a shitty connection btw.

Improvements? Well, I trust your friend has done a hell of a job (really like the site), but I'm pretty sure i've seen scripts to show images as soon as they were downloaded. At least you should really have something spinning in the middle of the frame, if not even a progress-bar, to make clear something is loading (not everybody will notice the stock spinning icon in the browser's url-bar).

I also appreciate A LOT the horizontal scrolling, is something i like a lot and find very natural when done this way, usually is done poorly (read: laggy) but yours is fluid :) that said, it wouldn't hurt to have a minimalistic arrow to click... people are dumb.

Thanks man. Yeah I think a little spinny bit or loading bar would be good for the images. I might even make it less of a load, again.

Its definitely aimed at getting some work but I guess I didnt know what to show, so I just edited all my screenshots like I would my photography. Should I just flat out show more work or something?

that said, it wouldn't hurt to have a minimalistic arrow to click... people are dumb.

HEY :D

Anyways some javascript/jquery/jsexy to dynamically load the elements as well as add visual queues for navigation would truly help. Horizontal alignment is also against the norm and while fashionable it overall hurts the end user unless they are given the visual tools to understand the layout.

Okay so Ill have to figure something out visually then.

Thanks guys.

Edited by JeanPaul
Posted (edited)

Its definitely aimed at getting some work but I guess I didnt know what to show, so I just edited all my screenshots like I would my photography. Should I just flat out show more work or something?

Depends what kind of job you are interested into.

I think your website is perfect to get hired for photoshoots. As a freelance. Throw in a few renders, and I guess lots of marketing agencies would be happy to work with you.

If you are interested in getting into the Game Industry –which I'd assume, since you are posting here– this portfolio doesn't do justice to your work.

I'm not an expert that has made a ton of portfolios and applications and i'm not employed... but first: you are giving more relevance to the photography, second: as Algor said, you have to give much more informations about the project. More shots, even renders, wouldn't communicate much about your skills. Yes you can map, but how do you work? I mean, it's not like that you are posting stuff you made while working for a recognised company (i'm thinking to RickD's website, which just posts screens, but i mean: it's Battlefield 3 :)).

PS: in the interview article, shots look more flashy.

Also, the menu-text is small, i don't think that an HR guy/lady would notice at first sight you can map, and maybe they would just close the browser on you :(

HEY :D

ghghgh :D

"Non-taken" I hope!

Edited by blackdog
Posted (edited)

Okay Ill definitely add some more information but I will add it in the form of a on site resume, does that work? I dont know if its generally cool or frowned upon to have your resume just pasted into a webpage?

Example would be a friend of mine, Abe.

http://www.aberobert...com/?page_id=33

I like the skills part and I could easily explain what I did on black mesa by bullet pointing my exact duties. Would something like that be okay?

Edited by JeanPaul
  • 1 month later...
Posted

Looks good to me. The text can be a bit bigger perhaps. And one thing you might add is a short introduction in the left hand column between your name and the Level Design and Photography sections. That makes it more clear what kind of website it is, and invites the user to click through to explore the other sections. Something like

Jean Paul Jarreau

I am a level designer and photographer and I have experience working on blablabla with blabla tools in international/multidisciplinary teams. Click on the sections below to see more of my level design and photography work.

Level Design

-Lambda Core

-etc.

  • 8 months later...
  • 2 weeks later...

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