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TheTurkishMoose

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About TheTurkishMoose

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    |designer|
  1. TheTurkishMoose

    Advice for LOD switching

      They did create a LOD per building but did not distribute all of the LOD meshes such as low detailed windows, walls, roof and doors
  2. TheTurkishMoose

    Advice for LOD switching

      Yes it does and sorry if I put this thread in the wrong section.     Yes the LODs work with a hierarchy system. I was curious about how many of the small details should disappear or change to a lower LOD before the entire building does. Should I put more stress on the CPU or GPU as I am not sure how many LOD switches a CPU can usually handle.     I have been and so far it doesn't seem to make a difference however I set up the LODs but that's only because there isn't enough buildings populating the area yet!     My spec: i7-7600K 4.2GHZ GTX1080 32GB Vengeance RAM 3200MHZ   I'll try playing without Vsync to see if I get more frames.     Yeh I'm expecting. The actual game designers made their buildings much more different from me. They created entire blocks of buildings that all looked the same and made one LOD to that entire building which is why I'm worried with the way I'm doing it. The two reasons I can't and choose not to do it this way is:   - I want to make a  more varied amount of building styles - The tools the devs had to make the LODs are not completely given to us which is really annoying. The devs barely give any support and it's down to the community to figure out the best way to work around the issue.     That sounds like an awesome feature! Unfortunately absent with what I'm working with HOWEVER! I could create this myself using the hierarchy system in the engine.     I'll be making it a priority to get the info I need!   Thanks GIan! You've given me plenty to think about
  3. TheTurkishMoose

    Advice for LOD switching

    I'm currently working on an open-world, dense urban project using the dev tools released by a design studio for a game they have released.   I can run the base game (which is also set in dense urban areas) at 1080p with ultra settings with a solid 60FPS but if I go to 4K then I get about 30FPS.   The minimum specs of the game: CPU: 3.4GHZ GPU: 1GB VRAM   The recommended specs of the game: CPU: 4.0GHZ GPU: 2GB VRAM   My question is about LOD switching. Using the dev tools, you can create your own unique buildings but I'm worried about how I should create the LODs. All the different buildings I create will use many similar objects such as windows and detailed objects like air conditioners, chimneys e.c.t. It seems more convenient to me to create many smaller LODs rather than creating a new singular LOD for every building that's made to save time and also, if I edit the values of a smaller decoration, it would take effect across all the other smaller LODs already created. I hope this has made sense to you.   If I create a LOD for multiple parts of a single building then I can keep creating new ones easily and all the LODs are already created. But of course, that could effect the performance. However, with minimum specs like 3.4GHZ, could I compromise with more LOD switches?   I'm new to generating and creating LODs and could use a bit of advice and guidance. Unfortunately, I cannot disclose too much about the project or show screenshots as it is currently under wraps. Any help would be appreciated - thanks!  
  4. TheTurkishMoose

    Is my project proof enough of professionalism and talent?

      Too SDK tools are fantastic but could use some more developer support. Yes I can bring new perspectives. Yes we can unlock the potential but we are still discovering what we can and can't do. Yes to the third point too! I've kept parts of my level very similar to the original game and other parts completely different!     This point right here was actually my main motivation. The community has became very small and the quality of work by other creators are not always of the best. I have been talking to the other creators who's levels show a lot of potential and currently have bee talking to someone who is considered to be the best coder of the engine. Also, no one has created something on this scale I'm currently working towards.     I currently have a fair bit of money saved up and am in no financial debt so I have that freedom fortunately.   As for a team, I could never build one too big for two reasons. - There are not many developers who I feel work at a high enough level with these dev tools. I know it sounds cheap coming from someone who hasn't showed anything yet but I can promise that is the case - There is a major lack of tutorials and developer support which has left plenty of creators at different levels of understanding when it comes to these dev tools, making it hard to work together.   And I will message you GeneralJist - thanks for the advice
  5. TheTurkishMoose

    Is my project proof enough of professionalism and talent?

      Of course I would give credit where it's due and ensure that no one is thinking that I'm stealing someones work and making it my own.   I may not be able to get an accurate response now but on the hypothetical idea that I do fulfil all my goals to a professional standard, then this would be a useful step to showing that I can efficiently execute different aspects of level design. Still, more work would need to be done after but I have time and any time spent designing and learning is time spent well (in my opinion).
  6. TheTurkishMoose

    Is my project proof enough of professionalism and talent?

      For example: A building would be made of segments. There are various skins to experiment with and thousands of decals and minor details which can be used to ensure that every building looks realistic and unique. I've also created custom buildings using preexisting segments which are well optimised and without a doubt, a new addition to the game. There is also a feature integral to the game-play which I can't really mention which relies on smart and innovative architectural design.     I was just replying to an earlier comment from Juliean. I'm just letting you know what I'm working with and setting the scene without releasing what the project is.     Just this line alone is the main focus of this project due to the nature of the game-play.   As for the standard and variance of design skills... well you'll just have to wait until release! So far, the comments you have made have invested me with confidence that what I'm doing is plenty to show my skill. My main concern is with the fact that I'm using dev tools and not an engine where I would have to start from scratch. But all the skills and things I'm doing are relevant to both. I guess this is something I can address with a smaller project later.   Thanks Josh
  7. TheTurkishMoose

    Is my project proof enough of professionalism and talent?

        What I'm releasing would be created with the official dev tools released by the developers. It will have to be launched via the game itself.        Okay well I guess I can tell you more without comprising any information. First off, I hope to enter the industry with a career as a level-designer.   The project is a large, open-world, urban location. There are various "sectors" within the map to showcase different styles of architecture and contextual decoration design. The game is 3D and of a high graphical quality including particle systems, heavy post-processing, high-res textures, high-poly meshes and detailed character, AI and animation design. These assets are all offered within the dev tools but are ungrouped, unorganised and in a "raw" state I guess you could say.   My project will show evidence of: - Planning - Optimisation - Scripting - Navmesh - Detailed Sound Design - Story boarding - Cinematics - Advanced lighting - New features and game-play mechanics - Factual research - Architectural design - Publicity - Being prudent - Long term commitment   I'll put this in the initial post also
  8. Thanks for taking the time to read!   Currently, I've been working on a project for 4 months and plan to have a BETA by Christmas and to have a finished product by mid-2018. The project is an unofficial, non-profit expansion of a AAA game. What I'm releasing would be created with the official dev tools released by the developers. It will have to be launched via the game itself. I've decided to keep this project under wraps and publicise it when ready!   My aims with this project is to show evidence of professional design and concepts, hard work and commitment to a project, to build a reputation for myself and to be able to show people what I've made and leave them with no doubts about my talent. I hope to start work in the industry as a Level-Designer.   The project is a large, open-world, urban location. There are various "sectors" within the map to showcase different styles of architecture and contextual decoration design. The game is 3D and of a high graphical quality including particle systems, heavy post-processing, high-res textures, high-poly meshes and detailed character, AI and animation design. These assets are all offered within the dev tools but are ungrouped, unorganised and in a "raw" state I guess you could say.   My project will show evidence of: - Planning - Optimisation - Scripting - Navmesh - Detailed Sound Design - Story boarding - Cinematics - Advanced lighting - New features and game-play mechanics - Factual research - Architectural design - Publicity - Being prudent - Long term commitment   But is this project enough? Things that will be missing is the initial steps of production such as alpha testing as I'm already working with a functional game with thousands of assets. Will people take me seriously or just call me an over-ambitious "modder", even though I'm doing more than sheer modding. What I'm attempting is a risk but I am confident in the level of professionalism and can explain all the fundamental aspects of design and the production process to show that I know what I'm doing. Also, I hope to bring a large audience to play my creation and show evidence of how I publicised my creation.   Please be completely honest with your comments. I'm currently in a tough part of my life where I've just graduated from University and have admitted to myself that I've been in denial about what I want to do.
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