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Speaking of boomer shooters, Graven team posted a dev blog about their mapmaking process. If you didn’t know, they do the brushwork in Trenchbroom and then import in UE4

https://store.steampowered.com/newshub/app/1371690/view/2905347823300141067
 

they also went about a bit if this on a recent Quake podcast episode

https://www.podbean.com/eu/pb-ygyju-efb146

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Cool stuff from one of the level designers who worked on Black Mesa, starts off a little basic but gets pretty interesting.

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This popped up, not sure if on my twitter or yt feed, nonetheless interesting... good timing since I played it only two months ago.

What I like is that this is an affirmation for what I was doing last time I was trying to map for CSGO: being uninspired for a grand vision for a map, I started creating small map chunks of little area that seemed interesting, and that started to put together like LEGO.

Edited by blackdog
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In the video it is spoken about the exploatation and the insecurity of the jobs in the gaming industry. As an outsider i tend to belive it, but something tells me that it is not entirely true. The video offers some examples on this subject. So it is true that those things exist in the gaming industry? 

Edited by Serialmapper
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On 1/22/2021 at 10:38 PM, Serialmapper said:

In the video it is spoken about the exploatation and the insecurity of the jobs in the gaming industry. As an outsider i tend to belive it, but something tells me that it is not entirely true. The video offers some examples on this subject. So it is true that those things exist in the gaming industry? 

Some things are not isolated just to the games industry and can be found in other fields as well. There's jobs were people have it a lot worse, not that it's an excuse to overlook these kind of things when they happen. But as someone who has only been working in this industry for 2 years, I have to say that I've had a pretty smooth time so far. Last summer, when Ubisoft was making the headlines about mismanagement in some studios, I felt pretty disconnected from the entire situation because I hadn't experienced that in my studio. Generally, I've never found a more friendly bunch of people all gathered in one place. Hopefully, this will still be true going into the future.

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