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Posted

Maybe not matters, but it takes certain qualities to take 10 random NS players and turn them into a team. Leadership, charisma, ambition, a determination to see that ambition through, organisational skills, people skills, the list goes on. It all sounds easier because it's for a game, you just play, but believe me it's no walk in the park.

Being in the top clan is irrelevant, it's about the personal attributes that I display through my NS "career." If nothing more just the ability to form a working coherent team from a group of strangers. Add that to the experience you get from working on NW and I think you get a good idea of the sort of guy I am and what I'm capable of. It might not be directly related to gaming or MODs, but in my opinion, leading a succesful clan requires the same characteristics as leading a succesful mod; and leading a succesful mod is always a useful thing to have on your resume.

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Posted

Nice work.

But you really need some models in your portfolio to show you can handle other 3D packages than Hammer.

Wouldn't hurt, but I think he could do just fine with what he has, too. :) With that foundation and an environment as rich in talent as a decent studio, you can pick things up incredibly quickly. The hammer experience is still hugely applicable to use in CSG editors or model-based design.

I've seen MrBen's progress within a tightly-knit group before (I think it's safe to call the older NW staff such, at least in reference to that time) and the jumps made in a short time were absolutely astounding. He'd have no problem picking up anything with the right people guiding him, I feel.

Though I would recommend taking the time to finish some stuff. ;)

  • 4 weeks later...
Posted

Benjamin, I guess it is time to leave an area where you "own" and risk to try something new. You obviously have an understanding of the HL1 engine and how to bring it to its peak, but mapping for today's games requires far more IMHO. You are good at NS/ leading <3 but if you really want to work in the industry, as you state, you will need to show the dedication to design and creation you are showing to PCWs etc.

You seem to have ambitions but you don't want to leave the areas you have mastered, because you would have to establish yourself again.

Modelling, 2D Art and understanding the underlying technology are no longer a plus, but seem to be a necessity for a decent map/level.

While I am not an experienced level designer (yet), my experience stems from the field of literature/academic studying, so don't take my comments the wrong way.

I respect what you achieved, but I am sure kleinluka and others are right, when they say you need AND can show a lot more.

BTW: I really like those nightwatch shots and the creative ideas about your NS map (light sources, mix of natural and human made surroundings).

well, what a thing to write such a post as the first one

mfg

Lance

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