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Level Designer

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elpresidente:
Dear GoldenEye: Source Team,

I hereby apply for a job as level designer for GoldenEye: Source. I have always had great interest in the work of your team and I would like to commit myself to contributing to your work.
I worked for almost a year as the main level designer for the Xenophobia Mod for Half-Life 2 but unfortunately the project was closed due to a lack of interest and  especially  time  by other team member. Beforehand I have created several multiplayer maps with a slightly modified version of Valve's GoldSource-Hammer for James Bond 007: Nightfire. Apart from that I also worked on maps using the Unreal II engine and I have genereally taken stock in level designing for a long time.

During my time at Xenophobia Mod, I was not getting enough input from other team members. I had to plan, design and work out most of the maps completely on my own. And it was not the extra work that I disliked. I had the impression that ideas and critiques that come from myself only are not as useful as those stated and discussed by a true team of designer. Concerning the success of your mod I believe GoldenEye: Source has got the motivating and supportive team that I am looking for. And reading through your blogs consolidates my belief.

Furthermore, apart from playing Half-Life, its add-ons and Half-Life 2 several times, I have been constantly experimenting with the GoldSource and Source engine over the last years and I do not expect my  dedication to the Half-Life games to  decrease  in the future. I wish to express this by becoming truly constructive and I believe the GoldenEye: Source project is the right place to do so.

The following URLs link to screenshots from my work for the Xenophobia Mod:

* http://xenophobia-mod.com/images/screens/chapteronecity.jpg
* http://xenophobia-mod.com/images/screens/chapteronecity6.jpg
* http://xenophobia-mod.com/images/screens/chapteronecity9.jpg
Kindest Regards
Michel Sievers

e-mail/MSN account: sievers.michel@gmx.net

Sporkfire:
Interesting brushwork and lighting on that second picture. I'll vouch for you. Though I may think the rest of them team will ask for more screens from you, particualry ones with more lighting.

elpresidente:
First of all, thank you very much for your quick and positive response! :)

If it is really neccessary I will try to come up with some more decent screenshots, but I guess I will have a hard time searching as the Xenophobia Mod is down for a while now and the place I have posted my Nightfire screenshots at has not been maintained in months.

EDIT: I found a few pictures that show a bit of lighting I used. I have to say, though, that these are just screenshots from first idea realisations. They were just attempts to get something I had in my mind into Hammer.


* http://www.professionalnoobs.de/xenophobia/archiv/city_02_01.JPG
* http://www.professionalnoobs.de/xenophobia/archiv/knackelstiner_soummerurlaub.jpg
and

Jeron [SharpSh00tah]:
On your first post, i like your second and third screenshots, you deffinately know how to make complex brush work, your lighting is primitive, but im sure that those maps werent finished. I say bump

elpresidente:
Thanks and I have to agree that those lightings are quite simple. Unfortunately we stopped working on our mod before we came to equip our maps with proper lighting. Untill then I have experimented a lot with lights, though, as you can see in the second screenshot of my first post. But I'm having a hard time finding more of the old files containing lighting tests.

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