@Mountain488@LTBRNDBQRN@VladK133 Gunzilla uses contract work interchangeably with formal employment to develop their products. These are individuals who cannot pay bills, and are in vulnerable positions due to the war in Ukraine. To prioritize playing a game over human livelihoods is insane. Are you an investor?
#blocktober recap, day 18 (showcase):
My last post's lighting was flat, so I experimented with it to work out possibilities for #ArmaReforger. Once I complete my #Halo inspired multiplayer map's geometry I will revisit the lighting pass.
Please hire me in #leveldesign!
#blocktober recap, day 17 (showcase):
The main geometries for #Halo's Pillar of Autumn are corridors, so I recreated from scratch all variations found. These are all fully modular and imported (fully playable) into #ArmaReforger.
Please hire me!
#blocktober recap, day 16 (showcase):
To make my recreation of #Halo CE's "Pillar of Autumn" level more manageable I first planned a multiplayer map around a portion of the original campaign geometry. A technique used for many of Halo Reach's multiplayer maps.
Please hire me!
#blocktober recap, day 15 (showcase):
To prepare to go professional in #leveldesign, and support the project from my previous post, I broke down #Halo CE's first mission's pacing so I could better understand the craftsmanship, and hopefully recreate it.
Please hire me!
#blocktober recap, day 14 (showcase):
Earlier this year I started Project Shipyard. A mod for #ArmaReforger, delivering a modular map kit for #Halo CE's first mission. I started this process by prototyping kit pieces for the cryo bay.
Please consider hiring me in #leveldesign!
#blocktober recap, day 13 (showcase):
As an opener for my city, players had to go through an underground bunker, only to discover themselves in the city itself. I isolated a section of the city connected to the exit so that it was usable while I built the rest.
Please hire me!
#blocktober recap, day 12 (showcase):
To practice open-world #leveldesign I started building a city. Before I embarked on the layout I wanted to create a modular exterior, and an airfield outside that could house players while it was under construction.
Please hire me!
#blocktober recap, day 11 (showcase):
To bridge the gap to my latest work, here are several screenshots of smaller kit-bashed scenes/props.
Please hire me!
#blocktober recap, day 10 (showcase):
After my opener for campaign 3, I had players drop into a solar facility. My focus was on functionality (players had to enable solar lasers) and making creative use of assets to make a planetarium.
#leveldesign
Please hire me!
#blocktober recap, day 9 (showcase):
My pride and joy of my second #Arma3 campaign was a #kitbash'ed dock. Players fought through a resource yard, one of three combat routes, and finally converged on an accessible ship and defended it from counter-attack.
Please hire me!
#blocktober recap, day 8 (showcase):
For my second #Arma3 campaign I focused heavily on using existing maps and #missiondesign. That's not to say I didn't make some #kitbash'ed areas, such as this excavation yard with AI helicopters that moved resource crates.
Please hire me!
#blocktober recap, day 7 (showcase):
As a side mission for #Arma3, I made a #kitbash'ed military anti-air station. I don't have a video of this (unfortunately as it was some time ago), but I wrote a script to "deactivate" the guns and have a spaceship fly in.
Please hire me!
#blocktober recap, day 6 (showcase):
For the ending of my first #Arma3 campaign, I practiced #leveldesign by providing the illusion of players descending into a secret military bunker + excavation. I achieved this through out-of-map geometry and a teleport.
Please hire me!
#blocktober recap, day 5 (showcase):
While building to the climax of my first #Arma3 campaign I wanted to practice weather and VFX work for #leveldesign so... I blew up a city.
Please hire me!
#blocktober recap, day 4 (showcase):
Halfway through my first #Arma3 campaign, I had players pass through a #kitbash'ed military checkpoint. For set dressing practice I made a small holding area, providing a moral choice to players; rescue, or stay undercover.
Please hire me!
#blocktober recap, day 3 (showcase):
A smaller post for day 3. For my second attempt at #missiondesign for #Arma3, I created a mission that involved, among other things, a kit-bashed roadblock.
Please hire me!
#blocktober recap, day 2 (showcase):
Before I considered a career switch to #leveldesign, I worked on a couple of #Arma3 campaigns for my playgroup of around 20 concurrent players. My first opened with a drop on an occupied city, which I extended.
Please hire me!