I'm an experienced Game Developer from Niagara. I have been working professionally in the industry since 2017. I'm Lead Programmer/Designer at PixelNAUTS Games. I'm also a Professor of Game Programming at Niagara College. I have worked on many projects both in-house and on contract at PixelNAUTS. I have extensive experience in programming, game design, level design, and many other aspects of game development. In addition, I have worked on several games shipped to platforms including Steam, PS4, PS5, Xbox one, and Nintendo Switch. I have been an avid Mod user for years and dabbled in Mod creation for several games: Warcraft 3, Starcraft 1 & 2, Morrowind, Skyrim, Oblivion, Fallout 3, Fallout NV, Fallout 4, Witcher 3, GZDoom, etc. You can find me on Linkedin, and or at Pixelnauts .ca

Comment History
markproveau
markproveau - - 8 comments @ Half-Life 2 : MMod

Sorry for the repost, didn't realise I wasn't logged in..

Hey, I love this mod! I found out about it thanks to the release of HalfLife 1 MMOD and was very happy to see that it has CM support. I was just wondering if there are a few missing features or if I'm doing something wrong here. MMOD_CM seems to be missing some of the post-processing, namely god rays, and maybe more from CM... so some of the maps don't really look as intended when comparing the two. I saw a post where you talked about porting the god rays back in 2019, just wondering about this.

Good karma+6 votes
markproveau
markproveau - - 8 comments @ MMod: Fixes & Enhancements Project [Release 1.2]

Hey, this is a great fix pack, I was very happy to have the Music in CM fixed up!

Regarding CM I was wondering if you know anything about the post-processing effects. In HalfLife 2 especially (less of an issue in the episodes) It seems that MMOD is lacking the god rays and lens flares and a few effects that cause the maps to not really look "as intended" for CM. The god rays specifically are really missed, the skies look dull and grey, etc. Any chance of a patch or a way I can fix it myself?? or am I doing something wrong?

Good karma+1 vote
markproveau
markproveau - - 8 comments @ BDV21EnhancementsOnly

Ok so I gave this a shot. I can't get it to play well with Project Brutality. If I load it before PB then PB overwrites a bunch of the texture replacement and skyboxes, chopper does not appear in the first level of Doom 1, etc. If I load it after Project Brutality that stuff all works, BUT no enemies appear in any of the levels.

I am using PB 3.0 and the newest version of this mod

Good karma+2 votes
markproveau
markproveau - - 8 comments @ Brutal Doom

I would have extracted the maps myself but because of the (arguably brilliant) way it is implemented, I don't think it's really possible?

Good karma-1 votes
markproveau
markproveau - - 8 comments @ Brutal Doom

I also want this so I can play the enhanced maps with project brutality

Good karma-1 votes
markproveau
markproveau - - 8 comments @ Unreal DirectX11 Renderer for UT, UG , Rune and DX

Amazing work, makes the game look incredible. My only question is this.. I love using the classic textures for Deus es, Unreal and Rune haha. Is there any chance we could get an option to turn off texture filtering as the other renderers have? Is there already an option to disable it and I'm just not seeing it?

I know most people use texture packs with these games but I really dig the classic Unfiltered textures in my retro 3D games.

Good karma+1 vote
markproveau
markproveau - - 8 comments @ Knee Deep in ZDoom

There are definitely other options if you are looking for something that enhances the original maps but sticks closer to them. The whole point of KDiZD is to be a total reimagining that shows off the capabilities of what the source ports can do, back when the source ports were newer. For example, you might prefer the original map, but that's not the point, the fact that they were able to create the new map in ZDoom is the whole point of having it in there. Its also supposed to be an almost unrecognizable recreation of levels, as it's for people who have played Knee Deep many many times. It's more of a recreation of Phobos with modern game design and level design principles. It also mixes really well with Brutal Doom or Project Brutality, not really with vanilla gameplay IMO.

Personally, I feel like KDiZD, along with other wads like Exterminations Day, Eviternity, Torment and Torture, Ultimate Doom 2, etc, are more what Doom would have been like if it had been made a few years later in the build engine. The levels are way less abstract and more grounded in reality, superfluous areas included in that way of thinking, there are more "Immersive". To me, it feels like I'm exploring an actual complex on Phobos. I personally disagree about the maps feeling labyrinthian, I think all the new areas are distinct enough and I barely ever find myself opening the map. As opposed to mods that just add new areas for new area's sake with no real visual flair or theme to them. I feel like KDiZD is actually one of the best level expansion wads in that regard.

Personally a big reason I enjoy Doom, Build, and Quake engine games, and really any game for that matter, is for the exploration as much as the combat. It's pretty telling that Hexen, the only Doom engine game to use the hub design, is one of my favorites. KDiZD is amazing in that regard, it takes the approach that each area you discover should be just as interesting as what you find there. Whereas the original maps secret and optional areas are really only interesting because of what items you find. Finding every item and killing every enemy is fun, but if each area is interesting to explore and unique from the last that makes for an immensely satisfying experience to me.

The original maps feel more like a series of themed video game rooms designed for no other purpose than to house enemies to kill and items to pick up. It's much more arcade-like, more video-gamey if you will. Even Knee Deep which is arguably the best-designed episode of Doom, never really transcends the barrier between video game level and believable environment. Despite the fact that the map shows you traveling to different facilities, none of them feel like they are designed around the purpose that the location is meant to serve. For me, KDiZD accomplishes that goal similarly to how Doom64 pulled it off later on. So I think it comes down to personal experience, how you see and play Doom in general.

TLDR - I basically want Doom to be immersive and draw me into its world, like for example, Half-Life. The original maps are too video-gamey for me to get sucked into it as anything other than an arcade-like experience. However, KDiZD elicits that feeling in me using a combination of two things:
-Visually appealing and well-themed area design
-Grounded and realistic yet gameplay functional overall map/level design.

Good karma+1 vote
markproveau
markproveau - - 8 comments @ (WIP-ish) Project Brutality 3.0-compatible Ultimate DoomVisor

Hey, can you tell me how to change just the menu font color and or font type? The options menus specifically. I am getting some weird colors, and they make it hard to look at. Like the UDV options menu and others are all white text with a grey outline, it makes it really hard to see what it says until I mouse over. I have been looking through the files but I can't figure it out for the life of me.

Good karma+1 vote