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Levels... and other stuff

Levels... and other stuff
Name:Radoslaw Marcin Kurczewski
Date Posted:Aug 16, 2007
Rating:Not Rated
Public:YES
Comments:YES
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Blog post
If there is something you do not like to do you might be sure you will get just that thing as your major occupation. At least for me it's been always like that. I hate to animate and I do not really enjoy designing levels (my favourite tasks are concept and modeling) and just guess what are most common requests from customers... right, like "20 horse death animations" or yet-another-fantasy- temple. My most recent task is combination of nightmares- I got to correct levels made by somebody else so it's not only "just" level design (which is bad enough) but additionally it's not even creative. Finding missing textures or polys, fixing portals... sheeesh.

Yeah, I am complaining. What would you expect ? It's a "blog thingie" after all. On brighter side I managed to put my hands on some more rewarding projects. One is (or was) quite challenging. I got to cut costs of my studio so I am not using Maya anymore. I could not afford just hanging my hat on rack and slowly learn new package so I had like 2 weeks or so to learn a Blender - here is my first model made in this package. Its still quite far from completion but I feel more confident by now (and I got free package instead of one that costs 6 K $).



Other thing that makes work at least a bit more interesting is newly discovered passion for giving Constructor REALLY hard drive. Levels containing 100 000 plus brushes in single leaf are interesting thing (especially when you have to find just this ONE, single poly that's not right). I must say I am getting used to this tool, it improoves smoothly and each version seems to be more realiable and simply better then previous one (although texture application sucks as it sucked at very begining).

That would be it... enough complaining. I'll have another glass... or two...

Recent Blog Posts
List:04/05/08 - Salome- textures (at long last)
03/26/08 - Salome- UV mapping and shader planning
03/23/08 - Salome goes TGEA
03/19/08 - Collisions- how design might change approach to tools
03/07/08 - Salome and swords
02/20/08 - Dragonbane... and some mumbling
10/05/07 - Constructor... and levels
08/16/07 - Levels... and other stuff

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Gustavo Munoz   (Aug 16, 2007 at 06:18 GMT)
Very nice model. And very intelligent move to Blender, it is a very strong tool.
Edited on Aug 16, 2007 06:18 GMT

James Laker (BurNinG)   (Aug 16, 2007 at 07:52 GMT)
The model looks very very nice! :-o

Joseph Greenawalt   (Aug 16, 2007 at 13:03 GMT)
Nice model, and kudos on being able to learn Blender so quickly :-)

Leroy Frederick   (Aug 16, 2007 at 13:17 GMT)
For 2 weeks, that's pretty good I would say (and that's an understatement!).

Radoslaw Marcin Kurczewski   (Aug 16, 2007 at 14:09 GMT)
Thank you very much guys, I am doing my best. Having no alternative and family to feed is quite a incentive :D. Blender indeed seems to be a good choice for games dev- it's not overloaded with functions, contains all tools dev might need and it's learning is relatively easy. Sure, it has seatbacks (as any piece of software) but it's certainly soft that in good hands can beat any 3d package.

Dave Young   (Aug 17, 2007 at 11:52 GMT)
Wow, that is fantastic!

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