Posted by Myrk- on Mon Mar 14th at 10:39pm 2005
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Posted by thursday- on Tue Mar 15th at 4:09pm 2005
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Posted by ReNo on Tue Mar 15th at 4:18pm 2005
http://www.duncanmoore.org/
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Posted by Mint_Sauce on Tue Mar 15th at 8:02pm 2005
Awwww, the smilies bit isn't there and I wanted to leave a nice stroked pussy pic too. :/
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Posted by KungFuSquirrel on Tue Mar 15th at 10:46pm 2005
Disagree. While it helps, and many programmers are also general designers, the people in this category can come from any background, though in many settings the most direct path to this is through the design department (level design, mainly, but again the role of the designer varies greatly from company to company). In some companies, design is split between designers and environment artists, in others it's more dual-role (I personally fall into the latter).
The best advice I can give: Start something, stick to it, finish it. If you can do it well in your spare time, you'll do it well full-time.
Also, don't spread yourself too thin. It's enticing to try and learn a level editor, modeling software, photoshop, c++, etc., but it's generally going to be better to develop strong skills in one before venturing to any others. I came here with little to no modeling experience and some ever-so-slight C++ from high school (self-taught) and Java from college (3 years ago), and have expanded into some small modeling and slightly less small scripting roles within the 9 months I've been here.
And finally, never be frightened or intimidated by next-gen tech and don't force yourself ahead just for the sake of doing so. Polycounts are getting higher, resolution is getting higher, but enjoyable and well-thought out design is the same as it ever was. Two of us here (myself and Ken Banks) got here on HL engine work alone and jumped straight to Doom3 in no time - I was up and running on production work within a week. If/when you're immersed in a setting full of talented people, you will learn what you need to know far quicker than you could ever hope to on your own (see above example of modeling/scripting). [addsig]
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Posted by Crono on Tue Mar 15th at 11:04pm 2005
Disagree. While it helps, and many programmers are also general designers, the people in this category can come from any background, though in many settings the most direct path to this is through the design department (level design, mainly, but again the role of the designer varies greatly from company to company). In some companies, design is split between designers and environment artists, in others it's more dual-role (I personally fall into the latter).
The best advice I can give: Start something, stick to it, finish it. If you can do it well in your spare time, you'll do it well full-time.
Also, don't spread yourself too thin. It's enticing to try and learn a level editor, modeling software, photoshop, c++, etc., but it's generally going to be better to develop strong skills in one before venturing to any others. I came here with little to no modeling experience and some ever-so-slight C++ from high school (self-taught) and Java from college (3 years ago), and have expanded into some small modeling and slightly less small scripting roles within the 9 months I've been here.
And finally, never be frightened or intimidated by next-gen tech and don't force yourself ahead just for the sake of doing so. Polycounts are getting higher, resolution is getting higher, but enjoyable and well-thought out design is the same as it ever was. Two of us here (myself and Ken Banks) got here on HL engine work alone and jumped straight to Doom3 in no time - I was up and running on production work within a week. If/when you're immersed in a setting full of talented people, you will learn what you need to know far quicker than you could ever hope to on your own (see above example of modeling/scripting).
I wasn't thinking of it from the art aspect actually.
I probably confused it with engine design or something as such. I do that often enough.
I've got thems skills. Except modelling
(Although, I made a deal with a friend of mine that he'd give me the lowdown basics if I show him some coding ... equal trade I'd say)
[addsig]Posted by Mint_Sauce on Wed Mar 16th at 1:14am 2005
My mod levels (only got this one dark screenie at the mo)..
http://homepages.nildram.co.uk/~henleyb/hl2/maps/graveyard/pics/grave320003.jpg
My new Wacom, it's great fun
http://homepages.nildram.co.uk/~henleyb/hl2/textures/art/bangy_airplane.jpg
http://homepages.nildram.co.uk/~henleyb/hl2/textures/art/first_tablet_drawing.jpg
http://homepages.nildram.co.uk/~henleyb/portfolio/art/sunset.jpg
I've done a few creative technical things, like creating this waterfall using a panning camera over water and massive monitor (for the waterfall itself)
http://www.cometosibley.com/henley/games/waterfall/waterfalltest50004.jpg
http://www.cometosibley.com/henley/games/waterfall/waterfall.zip
football scoring map
http://www.cometosibley.com/henley/games/footie/football.rar
Adventure game test
http://www.cometosibley.com/henley/games/myststyle/sp_myst_testing_triggers01.zip
and also exploiting the physics in the game
http://www.cometosibley.com/henley/games/ph_machine_02wip.bsp
http://homepages.nildram.co.uk/~henleyb/hl2/maps/machine/ph_machine_02_wip.vmf
a tutorial
http://www.cometosibley.com/henley/games/Making%20complex%20machines.doc
some 3d work
http://www.cometosibley.com/henley/3d/cokecan10.jpg
http://www.cometosibley.com/henley/3d/sol17.jpg
50% through importing a model in to my map
http://homepages.nildram.co.uk/~henleyb/hl2/maps/graveyard/pics/church180003.jpg
I've got other stuff but it's late and I need to get to bed.
Cheers again all.
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Posted by brett5010 on Fri Mar 18th at 10:26am 2005
I love that coke can render
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Posted by ReNo on Fri Mar 18th at 12:48pm 2005
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Posted by Mint_Sauce on Sat Mar 19th at 10:55am 2005
lol, it's my favorite piece so I whore it everywhere like a dirty slut
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Posted by Orpheus on Sat Mar 19th at 11:21am 2005
it figures. i wanna see this coke can and the link borks, but.. the forking huge in game screens show right up 
just my luck.
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Posted by Mint_Sauce on Sat Mar 19th at 11:24am 2005
http://homepages.nildram.co.uk/~henleyb/portfolio/3d/cokecan9.jpg
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Posted by Orpheus on Sat Mar 19th at 11:27am 2005
http://homepages.nildram.co.uk/~henleyb/portfolio/3d/cokecan9.jpg
nice..
see though, screens like this need the clarity of a larger file size. unlike a game screen that cannot be hurt by a well done optimization.
i am not a total prick guys, this is a good looking coke can ![]()
you need a lip print and some sweat on the can sides.
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Posted by Mint_Sauce on Sat Mar 19th at 11:30am 2005
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Posted by Orpheus on Sat Mar 19th at 11:33am 2005
you get a new version, or even some quality older ones. you might consider posting them in the "arts" forums.
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Posted by Mint_Sauce on Sun May 13th at 4:17pm 2007
Just found this thread. As a rather late update I went ahead with some suggestions etc and built a Half Life 2 mod called Rock 24 with a friend.
http://mods.moddb.com/7917/rock-24/
http://developer.valvesoftware.com/wiki/Rock_24
My friend who was in the same position as myself (in the industry looking to become a designer) just got a job as one.
I moved away from London due to family and around here there's no industry jobs (i'm in the sticks) but I now know I could get a job if I wanted as a designer so anyone else out there, the forumla works, stick to it!! ![]()
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Posted by Naklajat on Mon May 14th at 6:03am 2007
I'm trying to break into the industry as of now, and I think I found a pretty damn good window to climb through, so to speak. I'm starting some non-college credit courses for game design at Austin Community College in 3 weeks, where all the instructors are current game industry professionals (they don't have to be full-fledged teachers with degrees and what not, because it's non-college credit). My art teacher is one of the lead artists at NCSoft in Austin for example, and Warren Specter (!) is one of the 'alumni' along with a few people from Gearbox, Bioware, NCSoft, and several other studios in the area.
This is gonna be a prime opportunity to do some networking, make some contacts, and rub elbows with some industry leaders. And at less than $500 a course it's a lot cheaper than the "as seen on TV" game colleges.
Just thought I'd throw that out there
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Posted by Finger on Mon May 14th at 5:39pm 2007
Posted by Naklajat on Mon May 14th at 6:20pm 2007
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Posted by Le Chief on Fri May 18th at 4:03pm 2007
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