Hi , My main interests are based in game/level design theory and Mapping/models primarily for Source. However I have experience in pretty much all of the major editors. I have been mapping since HL1 and have recently started delving into the world of 3D models. Im deeply passionate about what I do and am always interested in discussing and developing my knowledge of games theory. Im currently in year 2 of a "Computer Games Production" degree in Lincoln, UK. And looking forward to posting some finished work up here soon !

Comment History
_Richardo_
_Richardo_ - - 18 comments @ Left 4 Dead - First Blood

'FYI' Just because someone knows ZBrush doesn't mean they know the intricacies of a particular engine. Imagine a team coming from an engine like Unreal to Source, there are so many amateur mistakes to be made there. Even by a relatively experienced team.

Thanks for the info Wikipedia boy :)

Good karma+1 vote
_Richardo_
_Richardo_ - - 18 comments @ Left 4 Dead - First Blood

I asked because I have seen far too many projects producing models useless for a final game, and not knowing anything about the teams previous experience I felt it prudent to pose the question. Id like to thank them for giving me a sensible and mature reply. Perhaps taking a leaf out of their book would lead to more constructive posts from yourself in the future.

Thanks again to [FB]Unforgiven for the reply. I wish you guys the best of luck in the future.

Good karma+1 vote
_Richardo_
_Richardo_ - - 18 comments @ Left 4 Dead - First Blood

Obviously you lack manners :)

Good karma+1 vote
_Richardo_
_Richardo_ - - 18 comments @ Left 4 Dead - First Blood

Great models ! However one slight issue. A. Are those models going to be in game ? B. What is your current polygon count per model ? - The ones you have shown here ( if they are going to be in game ) look dam high. As far as I know Source still has a upper limit. "10,000 polygons/model, 17,433 vertices and 2048 texture size" - Source : Developer.valvesoftware.com
I don't believe this has changed for L4D. Even if they come just under this limit I really would consider doing a lot of those folds in fabric etc. in your textures as L4D gets a dam lot on screen and slowdown is the last thing you want.

Good karma0 votes
_Richardo_
_Richardo_ - - 18 comments @ Compact AWSM (Jun's Rifle)

Both good points 'Scottishdragoon ' and 'Termin-X-man' - to answer both your points:

Yes there may be losses in real life with a compact rifle - for the purposes of the game we may reflect this , however this will be one of those things which either happens as a result of play test feedback or wont.
For the purposes of the story Jun is wielding a shortened rifle and yes maybe sacrificing accuracy because shes going for a lighter more mobile rifle for her kind of 'operations'

good points guys , thanks ^^

Good karma+1 vote
_Richardo_
_Richardo_ - - 18 comments @ Law of the Shadow

Currently the concept art doesn't reflect the true size of the maps. Plus with the release of episode 2 and the updated SDK / changes associated with that the source engine will be able to handle more than before. As soon as I can i intend to find out just how far i can push it within our design/technical limits. watch this space.. ^^

Good karma+1 vote
_Richardo_
_Richardo_ - - 18 comments @ New map images!

Looks nice guys , just if you didnt know HL2 ep2 will update the source engine with the new foliage technology so you should be able to fill out your levels even more. Still not much detail on what it is ! , but its mentioned here : Gametrailers.com

Good luck with the mod !

Good karma+1 vote
_Richardo_
_Richardo_ - - 18 comments @ Phoenix85

Yea I e-mailed the guy , but as of yet no reply :(

Good karma+2 votes
_Richardo_
_Richardo_ - - 18 comments @ GoldenEye: 00 Heaven

All smashing points mate, this has really clarified matters for me , and hopefully anyone else who was thinking along the same lines as myself ^^

I am looking forward to see a true sinle player experience from you and I wish you the best of luck !

Good karma+1 vote
_Richardo_
_Richardo_ - - 18 comments @ Jun Concept

I wasnt aware of a coincidence , thank you for bringing this to my attention . This concept is however very early and Juns final look will be different :)

Good karma+1 vote
_Richardo_
_Richardo_ - - 18 comments @ GoldenEye: 00 Heaven

I see you point completely , but the engine isnt everything, both games have fundamentally the game gameplay dynamics , to use the donky kong analogy , I would say that copying a SNES game on the N64 IS stupid , they arnt competing with the original and they arnt trying to pay homage to the original , the only reason why this happens is so the developers can stretch the franchise to make more money. However games like Donky konga are GOOD branches of the franchise and its thing kind of thing i think you should be aiming for.

With Goldeneye Source being so far along , Steam being a huge Delivery platform and the source engine being a much more computer friendly ( admittedly older ) engine id like to know what your going to do to attract the people that will already be playing Goldeneye source by the time this version is even in a Alpha stage.

Im not wanting to sound rude or anything , and im sorry if i come across as that , im studying games development at university and as you can guess this is a hot topic of discussion.

Good karma+1 vote
_Richardo_
_Richardo_ - - 18 comments @ GoldenEye: 00 Heaven

"Completely recreate the single-player and multi-player portions of the classic, goldeneye 007, but on next-generation PC technology. Once all of the huge list of original old elements are done, we will move to making extra content for each portion of the mod to give you something you never thought you'd have, or perhaps always wanted. "

- I like the possibility of extra things , but this has already been done , and done amazingly well by the Goldeneye Source team. Is it really going to be worth competing with a team and mod so far along in their development ?

Good karma+1 vote
_Richardo_
_Richardo_ - - 18 comments @ Law of the Shadow

Ah lol , did you do some demonstrating last year too ? If so I think I remember you.

Good karma+1 vote
_Richardo_
_Richardo_ - - 18 comments @ Law of the Shadow

yup its a core unit for us . September group project is a half-life 2 mod lol

Good karma+1 vote
_Richardo_
_Richardo_ - - 18 comments @ Law of the Shadow

limited as in there is only three weapons :)

Good karma+1 vote
_Richardo_
_Richardo_ - - 18 comments @ Juns Rifle

Fair point , but a few things you are not aware of . The final polly count for the model is just over 4k , and the model was redesigned from a much higher model ( 12k ) which was being used for first person . Also the fact that there is ever only going to be one of these on screen and most importantly that its one of the main weapons in the game, If this was a enemy weapon then yes we would be working to a much lower quality . However this is one of the very few usable weapons and therefore not an area I feel we can skimp on .

Saying that , if we do have issues then it can always be simplified.

Good karma+1 vote
_Richardo_
_Richardo_ - - 18 comments @ Juns Daggers

Thanks for the comments , If he hasn't already read this I will pass this along to our weapons modeler and see what he can do .

As for the exact usage of the knife you will have to wait and see ^^

Good karma+1 vote
_Richardo_
_Richardo_ - - 18 comments @ Law of the Shadow

Yes in the UK ^^ . Me and sureshot are on 'Computer Games Production' Going into our second year in September .

Good karma+1 vote