Pass Up You Out, Mfx
#508 posted by
Spirit on 2015/08/05 23:14:05
You want but not go for the hounds
It Shall Be So:
#512 posted by
ijed on 2015/08/06 19:14:13
Old Devs feel unrespected but soldier on.
New Devs are enthusiastic but are surprised at crunch.
Management are regarded as idiots but experts at somehow bumbling through.
#515 posted by
Lunaran on 2015/10/18 04:57:30
I think we create more shit posts shitposting about spam than the spam does
how about we just ignore spam from now on?
Looking For Level Designer
#524 posted by
Skiffy on 2016/02/03 01:04:32
Just tossing this out here but I am looking for some level designers to join our studio in Malaysia Kuala Lumpur to come work on a new game we are developing using UE4. Singleplayer FPS game that is more in line with what folks make here instead of the more present day shooters.
I've also got a post with details for general 3d going up at polycount. But consider level design one of the openings we have. :)
http://polycount.com/discussion/164120/streamline-studios-hiring-3d-and-2d-artists-looking-for-tons-of-character-artists#latest
Kuala Lumpur is a bit of commute, don't think I could do that every day from ol' blighty.
Plus being a ginger that close to the equator would mean instant death.
Can't wait to see what you're working on :)
#526 posted by
Skiffy on 2016/02/03 02:56:25
haha then again I hide indoors with AC all the time.
\o/
#527 posted by
adib on 2016/02/03 03:08:05
Skiffy, I tried to e-mail you, to know more, but you didn't registered an e-mail here.
Former Professional Level Designer
#531 posted by
adib on 2016/03/16 18:19:00
I see people here using this description a lot: Sock, Scampie, Warren, etc.
I'd like to know: why people quit level design jobs and where do they go after? What are they doing now for a living?
#532 posted by
czg on 2016/03/16 18:44:24
Professional game development is soul crushing no matter how good a studio you're at. Either it's quickly soul crushing or slowly soul crashing. Souls will be crushed no matter what.
Also the kind of level design that we associate with Quake/Doom/etc doesn't really exist in modern game design any more. It's all sectioned off into different departments so noone really gets to feel as if they own the finished product.