What a shame EA! Fuck off, i go to steam :-)
Since you are open to discussion and critics i would suggest you to use less aggressive language when you are on the internet. I would try something like, "Hey Cem, this is great material and thanks for the article. As far as i know from 80lvl Facebook group you can improve the performance or you may consider dropping the price. Keep up the good job." It doesn't have to be the same words but this kind of attitude would lead to a softer conversation because your intention will be clear.
@firstname.lastname@example.org Is there any link or video for the cheaper solutions that you mentioned before? Please share them. I haven't seen any cheaper, faster, HD, loopable and adjustable "normal map" flipbook video that you said in your first post. I would be happy to compare the results in realism.
GDC always holds some amazing workshops for game artists and designers. GDC 2017 is no exception. This year, there’s going to be some great lectures and workshops for 3d character artists and a whole workshop for game level designers.
Historically, LD Workshop presentations run the gamut from sharing specific techniques to the in-depth analysis of shipped games, to introspective explorations of “big” concepts that affect level designers/teams, as well as providing guides for processing and workflow.
For 2017, we’ve again curated a diverse mix of established and emerging voices from all corners of the level design world to present an entertaining and enlightening agenda of talks for our attendees.
There’s going to be a number of various sessions from various developers, who work on big and small games. We highly advise to visit the following sessions:
Narrative Approach to Level Design by Jolie Menzel (Ubisoft).
Attendees will get a look inside game levels created to tell a story, and how this focus affected their development. They’ll learn about the importance of having a complete script early in production, and how a narrative is used as a guide for content as the game is created.
Approach to Holistic Level Design by Steve Lee (Arkane)
This talk aims to highlight many concepts that are important to the ways in which seminal first-person games like ‘Half Life 2′, ‘Bioshock’ and ‘Dishonored’ all excel, and encourage developers of all disciplines to collaborate more, with a clearer set of shared goals, methods and vocabulary.
We guess partly this talk is connected with the design principles of Arcane.
Rewarding Exploration in ‘Deus Ex: Mankind Divided’ by Clémence Maurer (Eidos)
Layout creation and gameplay balancing for exploration in a semi-open environment, and how to spread these setups so they give player opportunities to use their toolset (augmentations!) in multiple, creative ways. Creating compelling, wide-ranging mini-stories while still keeping the players hooked but free to fill in the blanks with their imagination.
Plus, there’s going to be some talks about multiplayer level design, level flow and using 3d design skills in 2d level design. Lots of exciting sessions to see, so if you’re interested, be sure to check them out and plan everything ahead of time.