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Posted by metlslime on 2003/02/17 08:18:34 |
I just wanted to know if people had any links to good websites for either level design inspiration (photos, paintings, concept art, etc.) or just for architectural reference. We had a thread like this on the old qmap, but we know how much good that does us. |
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 Tim Wilitis
is, despite all his accomplishments, a really unlikable man. He just makes me want to wipe that smirk off his face.
Also, he forgot to bring the funny.
 All His Accomplishments?
I'm amazed he wasn't let go after Doom 3.
Him being the design lead is a relic from the times where the general assumption was "a good mapper = a good lead designer".
#1926 posted by - on 2013/01/30 18:08:14
True story: Once upon a time long ago on a dark and crunch filled night, Tim Willits was getting a snack from the vending machine in the Raven break room, and I entered the break room also in search of snacks. I said "hi" as we passed, nothing special I didn't know him other than who he was, and he didn't even so much as grunt a reply. I wasn't much a fan of his maps to begin with... but yeah, unlikable I think fits.
 Oh God
I can't listen to this guy anymore. It's a shame, I would have liked to watch more, but his way of talking, his unfunny jokes and the way he goes on about how he thinks Romero's an asshole make it unbearable.
#1928 posted by metlslime on 2013/01/30 21:46:18
 You Don't Have To Like The Guy
#1929 posted by ijed on 2013/01/30 21:58:41
 Nice Rocks As Well...
#1930 posted by ijed on 2013/01/30 21:59:14
a challenge to get those into Q1.
 Umm
#1931 posted by sock on 2013/01/30 22:07:48
I enjoyed the talk, I thought it was interesting from a game design point of view. He talked about MP/SP design elements, ID structures and gave some cool advice to the students at the end.
 Yeah
#1932 posted by ijed on 2013/01/30 22:14:49
I'm still listening to it.
Informative - for all!
Entertaining - only for certain people.
#1933 posted by Spirit on 2013/01/30 22:22:21
All the sessions are available as videos btw, eg here http://www.gameupdates.org/details.php?id=2265
 He
#1934 posted by ijed on 2013/01/30 22:29:06
Actually reminds me a lot of the fat guy from Seinfeld.
90's humour.
 Yes!
Actually reminds me a lot of the fat guy from Seinfeld.
http://www.bluesnews.com/miscimages/jasontim.jpg
#1936 posted by sock on 2013/01/30 22:51:33
If I had the chance to be at any of those talks I would have loved it! Besides the looks and humour, I thought the talk was cool, but I am a fan of any Id products/lore, so I am bias.
 I Think
#1937 posted by ijed on 2013/01/30 23:05:02
I might actually buy Rage now.
Once I can afford it.
 Shared Tragic Downward Spiral
#1938 posted by Drew on 2013/01/31 08:23:47
 Arrr Willits
#1939 posted by wakey on 2013/02/01 02:43:53
leave Romero alone! *whiningunderasheet*
 Lunchtime Listen
#1940 posted by sock on 2013/02/04 19:39:48
Gabe Newell: Reflections of a Video Game Maker
http://www.youtube.com/watch?v=t8QEOBgLBQU
 Thanks Sock
#1941 posted by ijed on 2013/02/06 00:59:01
 Same Problem As Always Though
#1942 posted by ijed on 2013/02/06 11:45:09
Listening to Gabe Newell shuts down any productivity.
It impossible for the stuff he talks about any the way he describes things to fade into the background like a podcast or whatever.
 Community Micro Transactions
#1943 posted by sock on 2013/02/06 15:51:44
I love listening to Gabe simply because he is honest with his insights. Sort of like JohnC where he talks about his ideas at Quakecon.
The thing that stuck out in my mind was what he said about the economy of hats and how the community can make more content and no developer should compete with it, infact embrace it!
After the locals at QuakeOne chased me out of town for giving brutal honest feedback and telling me I am childish I stumbled across this article and it made me laugh, especially the bit about feedback.
http://www.gamasutra.com/view/news/185987/How_to_make_the_move_from_game_developer_to_game_designer.php
However, talent will never be enough; one should actively develop one�s design skills, and there is only one true way to do that � implementing a design and then listening to user feedback.
Designers need to be humble listeners, not persuasive orators.
I think that applies to all creative types in the games industry, people who don't accept feedback are fooling themselves if they think their vision cannot be improved with suggestions.
the locals at QuakeOne chased me out of town for giving brutal honest feedback and telling me I am childish
This is the best thing I've read all day.
 Some Thoughts
#1945 posted by ijed on 2013/02/06 18:52:57
It's blinkered hubris to even think that your own vision of what you're making is infallible.
I think there's two main reasons why feedback is struggled with;
1. It makes you change your view on things, something most people are just not prepared to do - when people feel especially threatened they'll start making jokes at the commentators expense or just calling them names...
2. It's often hard to understand - you need to both read between the lines and extrapolate what the complaint or comment really is, at the same time not going off on a tangent.
----------------------------------------------
I'm in the post beta phase on something now and having to fight against the 'we only do high priority feedback and ignore everything else' attitude.
That could even work, but often this sloppy approach means that the feedback isn't interpreted either, so what's listed as high priority isn't really.
And probably eclipsing several other pieces of feedback that are much more intrinsically valuable.
 G�sting Castle
#1946 posted by wakey on 2013/02/06 20:26:16
http://imgur.com/a/Fd8qv
Was there today, took some pics, and thought i share them here.
 Brick Layers
#1947 posted by sock on 2013/02/06 20:50:37
http://i.imgur.com/5ehed8Kh.jpg
I love old castle, they have such character and style. The bricks are like rings inside of a tree, showing age, style and construction methods. The image above is a perfect example of different brick types added over time. Often people building castles use to knock down other buildings to get more materials, hence why the walls often had different brick styles.
#1948 posted by - on 2013/02/06 21:15:40
However, talent will never be enough; one should actively develop one�s design skills, and there is only one true way to do that � implementing a design and then listening to user feedback.
Designers need to be humble listeners, not persuasive orators.
Disagree to an extent. Part of the job of a designer is to give gamers what will want, not what they ask for. You keep giving them what they ask for, and you can lose sharpness of design by overly smoothing rough edges that are what give a design character.
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