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Learn: The Game Designer Profession from Scratch to PRO
Learn MoreThe workflow in large studios is often organized according to a strict structure. One of the methods of such organization is the pipeline philosophy, which is an analogue of a factory conveyor. This model clearly defines areas of responsibility and divides tasks into simple operations. This makes the development of an upcoming large project more predictable and efficient, minimizing risks, costs, and internal chaos. The pipeline helps optimize the workflow, ensuring coordinated teamwork and a high-quality final product.
Pipelines play a key role in the gaming industry, providing a structured approach to project management. A "hardware" pipeline document, which contains a detailed task plan for each team member for several years in advance, serves as a reliable control tool in a dynamic development environment. It allows for effective budget estimation, optimal resource allocation, and accurate timeline calculations, which helps determine the estimated release date of the game. However, such a strict approach is not the only option. Indie developers often use more flexible and chaotic methods, which allows them to quickly adapt to changes and approach the game development process creatively.
Some consider a less organized workflow more creative, as it provides more room for imagination and unconventional solutions. However, this approach can lead to significant time losses. A prime example is Eric Barone, the developer of Stardew Valley. In his book "Blood, Sweat, and Pixels," Jason Schreier describes how a lack of organization and internal conflicts could cause the game designer to spend entire days scrolling through social media instead of productively working on the project, ultimately delaying development. Optimizing your workflow and managing your time are key to successfully completing projects in the gaming industry.

When choosing your path, it's important to recognize that each person develops a unique perspective on the work process. The same tasks can be perceived differently. For example, renowned programmer John Carmack, co-author of such iconic games as Doom and Quake, argues that you need to work as hard as possible to achieve maximum results. This approach can impact your productivity and professional development, so it's worth considering his opinion when developing your own work style.
There is an alternative perspective on productivity. Martin Biaugo and Jordan Milne, authors of "The Power of Less: The Power of Mindfulness," argue that it is important to devote more time to rest and less time concentrating on work. They note that the brain continues to process work tasks even in the background. According to the authors, reducing stress and actively forming new neural connections contribute to increased creativity and effective decision-making. This approach emphasizes the importance of a work-life balance for achieving the best results.
We interviewed a narrative designer, a development director, a solo developer, a graphics programmer, and map creators for Counter-Strike: Global Offensive and Counter-Strike 2. We asked them about how they organize their workflow, allocate internal resources, and solve production problems. As usual, the responses were diverse, making them particularly valuable. Each essay represents the personal experience and unique knowledge of the developers, which they are ready to share with readers.

Game writer and narrative designer with experience working on projects such as Life is Feudal, Night is Coming and Spark in the Dark. I specialize in creating engaging and deeply developed game stories that immerse players in unique worlds and stories. My work includes developing characters, dialogue, and quests to create memorable gaming experiences. With a background in narrative design, I strive to create interactive narratives that capture players' interest and evoke emotional responses.
Game Development Is Survival
Managing and organizing a narrative department is reminiscent of surviving in a zombie shooter. This applies not only to managers but also to aspiring game writers and narrative designers. Ammo is always in short supply, health issues arise, and numerous difficulties and obstacles are encountered along the way. Nevertheless, you continue to overcome all obstacles, striving for success in this challenging and exciting game.
Along the way, some teammates disappear, and not all continue with you. Projects can be frozen or closed, and surviving teams disband, uniting into new groups to continue the fight for survival. There is no room for complaints or weakness; only the strongest survive. In this complex world, it's important to stick to your goals and work as a team to overcome challenges and move forward.

When you understand why you're putting in all this effort and what goal you're pursuing, it becomes easier to overcome difficulties. This isn't just about money, but also about personal creative development. Understanding your goals helps you find the strength to recover from setbacks and keep moving forward.
Over time, a team of reliable teammates forms around you. You accumulate experience, which helps you avoid unsuccessful companies and identify unreliable people you should avoid. At the same time, you understand who you can share resources with and who you can entrust your immediate future to while you're working on your next project. This experience allows you not only to build strong business relationships, but also to develop your career, relying on proven connections and joint achievements.

Surviving this world alone is impossible. You need to find a faction or studio with which you can join forces and become part of a team. Working together with your comrades will allow you to overcome difficulties and challenges while fulfilling your role in the project. This approach not only contributes to the company's development but also benefits you as a professional.
Creating your own faction requires courage and determination. As a leader, you take on not only your own risks but also responsibility for those who choose to follow you. In this case, mistakes can have serious consequences, but successful actions will lead to significant resources and achievements. Leadership in such a situation becomes not only a challenge, but also an opportunity to build something meaningful by uniting people around a common goal.
My Survival Experience

I want to share my experience of surviving in the game development industry. In 2015, breaking into this field was difficult, although a little easier than today. Newcomers without experience often faced rejection, and I was unable to gain access to high-quality tools. I lacked skills in narrative and survival, and I didn't know how to deal with the difficulties that arose.
At one point in my life, I applied to 60 different factions and studios, but often went unanswered. At first, I worked for free to build a portfolio and develop my skills on small or non-commercial indie projects. I actively studied all the materials from Narratorika on survival and basic skills, delved into screenwriting and writing, absorbing everything available online. I created my own website and resume with unique additions for a targeted job search. I attended gamedev conferences and meetups, eager to meet more experienced professionals willing to share their knowledge. To achieve this, I even moved to Moscow for a year and a half, since Kazan, my hometown, did not have the necessary resources for development in the gaming industry.



After a lot of effort and unsuccessful searches, I finally got lucky. I got the chance to work on my first commercial project – a large and well-known medieval MMO, Life is Feudal. The game's fame had already spread to the West, and fans were eagerly awaiting its release. I was incredibly excited and fully committed to the work – game development had opened its doors to me.
For the first five years of my career in the gaming industry, I held a performing role. My work involved writing in-game text and dialogue, developing lore, creating characters, and working on scenarios based on other people's ideas. During this period, I participated in numerous projects across various genres, including dungeon crawlers, quests, and VR horror shooters. This experience allowed me to gain a deeper understanding of the mechanics and narrative elements that make games engaging and memorable.
I was offered a leadership position in a new, growing studio. Initially, I was reluctant to take on management responsibilities, but over time I realized that this role offered a higher salary and the opportunity to exert significant influence on the project. Four years have passed since then, and I'm now leading narrative work on various projects and at different studios. Gradually, I got used to the new challenges that a leader faces, including a variety of questions and tasks that differ from those faced by a simple performer.
What does a narrative lead do?

While a junior, middle, or senior developer focuses on high-quality and timely completion of their tasks, a lead has much broader responsibilities. Leads not only solve their own creative problems, which are undoubtedly important and interesting, since the love of art is what many people come to this field for, but also care for their team's tasks. In addition to creativity, significant time is spent on process management and coordinating the work of employees, which is a key aspect of successful project delivery.
You transform the studio's strategic plans into specific tasks for your narrative department, creating monthly pipelines. You monitor task completion, provide feedback on the work of junior specialists, and support them in resolving narrative issues and creative difficulties. You also resolve issues that arise in the production process between different departments of the studio and bring innovations from programmers, artists, and producers to your department.

You also serve as your own HR: you search for and hire new team members, organize vacation and sick leave schedules, monitor employee burnout, and host corporate events to maintain team spirit and improve communication among survivors.
Each team member has a unique personality, productivity level, strengths and weaknesses, as well as creative preferences and individual desires. All these characteristics combine to form a single mechanism that functions with difficulty, but strives for a common goal—the successful survival of your game. Effective communication and understanding the differences in the personalities of the participants play a key role in achieving a common goal and creating a successful game product.
What does the narrative department do?

Project dependency is a key factor in development. While many tasks may overlap between different projects, there are also unique aspects that require attention. I currently hold a leadership position in a studio creating visual novels. For each novel assigned to a specific author, we implement an individual approach, taking into account the creative and technical peculiarities of each project. This method allows us to create high-quality content that meets the expectations of our users and stands out from the competition.
- we sketch out and choose the most promising story concept from several options;
- we think over the game lore;
- we develop the general plot and main storylines;
- we write an episode-by-episode plan for scenes (and rely on it);
- we come up with characters and their relationships with each other;
- we prepare technical specifications for artists to draw locations, characters, cutscenes and objects based on references;
- we write scenes and dialogues in the Articy Draft visual editor;
- we also define and lay down gameplay and narrative variables there, which, depending on the player’s choices, will influence the branching plot;
- we fill out and maintain technical tables with lists of all the assets of the novella;
- we select and insert в нужных местах в Articy музыку и звуки для создания подходящей атмосферы;
- переводим все тексты новеллы на английский и другие языки;
- участвуем в тестировании билдов.
Редактирование текста — это процесс, который требует многократного повторения. Без тщательной проверки и исправления невозможно достичь высокого качества контента. Каждый этап редактирования важен для того, чтобы текст был понятным, грамотным и соответствовал требованиям SEO. Поэтому не стоит недооценивать значимость этого этапа. Правка текста — это ключ к успешному контенту, который привлечет внимание читателей и повысит видимость в поисковых системах.
Эффективная организация процессов в условиях сжатых сроков и больших объемов является ключевым аспектом успешной работы в геймдеве. Продюсеры и менеджеры проектов предъявляют высокие требования к соблюдению сроков и выполнению объемных задач. Важно находить баланс между качеством продукта и эффективностью работы команды, чтобы удовлетворять ожидания заинтересованных сторон и успешно завершать проекты в установленные сроки.
Лайфхаки по выживанию

Достичь идеальной организации невозможно, и это не является целью. Главное правило заключается в том, что лучшее — враг хорошего. Важно завершать задачи в срок, даже если качество работы не идеально, чем упустить дедлайн.
Одним из эффективных способов управления временем является делегирование задач. На первый взгляд может показаться, что лучше выполнить работу самостоятельно, чем доверять её неопытным коллегам. Это ощущение естественно, но важно помнить, что такой подход может привести к перегрузке и снижению общей продуктивности. Если вы не начнёте делегировать, вы рискуете не успеть завершить все задачи и подвести свою команду в критический момент. Делегирование позволяет оптимизировать рабочий процесс и сосредоточиться на более важных задачах, гарантируя, что ваша команда будет двигаться к цели.
Обучая начинающих специалистов, вы не только снижаете свою нагрузку, но и создаете возможность для выполнения задач, которые они еще не могут решить из-за отсутствия опыта. Это также позволяет вам сосредоточиться на более сложных вопросах, требующих вашего руководства. Например, вы можете предоставить обратную связь по сюжету или диалогам. Эффективно делегируйте задачи, чтобы оптимизировать рабочий процесс и повысить продуктивность команды.

Эффективный способ повышения выживаемости в условиях зомби-апокалипсиса — это заранее распределять задачи среди своих бойцов. Это позволит им оставаться занятыми, ожидая нашествия зомби, и предотвратит впустую потраченное время и ресурсы, которые можно было бы использовать для укрепления вашего нарративного форпоста. В этом контексте важным инструментом становится пайплайн. Создавая пайплайны, вы как лидер не только направляете ваш отряд, но и четко обозначаете ближайшие цели, будь то на месяц, квартал или год, а также промежуточные этапы проекта. Это способствует ясности и мотивации в команде, что критически важно для успешного выполнения задач в условиях постоянной угрозы.
Пайплайны в разработке игр — это важный инструмент для управления процессами, однако их строгое соблюдение может привести к проблемам. В ходе создания игры часто возникают непредвиденные ситуации, требующие гибкости и способности адаптироваться. Например, если внезапно начинается тестирование нового билда, команда должна немедленно переключиться на эту задачу, оставив текущие дела. Или, если разработчик сталкивается с трудностями — например, его персонаж стал менее эффективным или выгорел — необходимо оперативно изменить пайплайн, перераспределив задачи. Важно помнить, что периоды кризиса и успеха в работе приходят и уходят, и пайплайны не должны быть догмой. Адаптивный подход к управлению проектами позволяет команде справляться с вызовами и достигать высоких результатов в разработке игр.
Не стоит недооценивать важность дозорных. Назначьте на пулемётную вышку одного из самых опытных и надёжных сотрудников, который уже зарекомендовал себя в сложных ситуациях. Этот дозорный сможет своевременно обнаружить возникающие проблемы и оперативно сообщить о них. Например, он может напомнить вам о необходимости заказать отрисовку ассетов у арт-отдела или о том, что вы обещали проверить новую главу текста, но не успели сделать это из-за других задач. Кроме того, такого специалиста можно назначить заместителем во время вашего отпуска или доверить ему контроль над наиболее уязвимым участком вашей команды. Строительство эффективной структуры в вашем отделе — ключ к успешной работе.

Важный аспект, который должен освоить каждый грамотный командир, – это знание сильных и слабых сторон своих подчинённых. Каждый член отряда выполняет свою уникальную роль. Понимание этих особенностей позволяет эффективно компенсировать слабые стороны одного бойца за счёт сильных качеств другого, что существенно повышает шансы на выживание и успешное выполнение задачи.
One of the beneficial aspects of teamwork is the use of artificial intelligence to generate ideas and improve processes. For example, one team member can effectively create names for in-game outfits and items, significantly speeding up the creative process. Another specialist excels at technical tasks in Articy, quickly and accurately placing variables and constructing complex scene and dialogue structures. They can also easily transfer dialogue from Google Docs to the required nodes, making them a valuable resource for the team. A third team member efficiently translates texts into English using ChatGPT, improving the localization of materials. It is important to effectively utilize the strengths of each team member, as successful collaboration is the key to achieving high results on a project.
Results

There are many useful life hacks for organizing narrative tactics and strategy against zombies that weren't mentioned. Many of them can only be mastered through practice, in real combat conditions. So, get your shotguns and machine guns ready, stock up your katanas, and grab your last clips—let's get to the fight!
Let's show these zombies from the Wild Jungles of Crunch and the Great Wastes of Burnout what true narrative warriors are! We're ready to demonstrate the strength and skill needed to overcome any challenge. A warrior's true power lies not only in physical strength, but also in a deep understanding of the world in which they exist. These skills will help us overcome any obstacles and defeat even the most dangerous opponents.
The Rise | Games and Art Telegram channel offers a unique space for discussing the intersection of gaming technology and art. We cover current news from the world of video games, share analysis and reviews of games, and explore how art influences the creation of game projects. Join our channel to stay up-to-date on the latest trends and discoveries in the gaming industry and learn about how games are becoming a new art form. Here you will find interesting materials that will expand your understanding of both games and art.
Game writer and narrative designer with experience working on projects such as Life is Feudal, Night is Coming, and Spark in the Dark. I specialize in creating engaging stories and developed characters, providing a deep narrative structure for games. My work includes developing dialogue, creating intriguing plot twists, and elaborating the game world, allowing players to immerse themselves in unique stories and experiences. I have skills in game design and can effectively collaborate with development teams to achieve common goals in creating high-quality game content.

Game developer 35MM, The Light, 7th Sector and Hail to the Rainbow create unique game worlds that captivate players with their atmosphere and engaging storytelling. Each game offers engaging gameplay and an original approach to storytelling. The games created by this author are distinguished by high-quality graphics and sophisticated mechanics, making them appealing to both indie gamers and a wider audience. Explore these projects to immerse yourself in captivating stories and unique gameplay mechanics.
In my game development career, I've developed a tradition of working in a chaotic manner. Initially, I created indie projects without a clear plan or detailed design document. Many ideas were formed and implemented as I worked, which sometimes led to creative chaos. The creation of game locations often began not with an overall concept, but with specific zones or individual objects. As a result, the focus of the workflow was constantly shifting, switching from one task to another. This approach, while not always optimal, has sometimes yielded unexpected surprises and inspiration.
This approach, while not perfect, has its advantages for creative people. As a writer, you are immersed in the story, experiencing it from the inside, and you can't predict what will happen next, as events unfold gradually. This element of uncertainty, in my opinion, helps reduce the fatigue of routine, monotonous work. Creative thinking thrives in freedom, allowing you to generate new ideas and find unconventional solutions.
Over time, as we gain experience and increase the demands on our product, we change our approach to work. When I began my latest project, Hail to the Rainbow, I realized that a more detailed approach and clear planning were necessary to successfully complete such a large-scale and complex task. This approach not only optimizes the process but also achieves high quality standards, which is especially important in today's competitive marketplace.
For successful implementation in the development process, it's important to gradually delve into the details, starting with text descriptions, sketches, and creating level diagrams (blocking). Although at first glance these elements may seem time-consuming and not critical, in practice, this approach saves time and minimizes future errors. High-quality preliminary work allows you to clearly imagine the structure and logic of the game, which subsequently simplifies the development process and increases the team's efficiency.

For the Hail to the Rainbow project, I prepared numerous preliminary sketches, notes, and descriptions of the plot, as well as elements of the universe. I have accumulated many pages of ideas, which I try to record in notebooks to reduce the time spent in front of the screen. As a rule, the final result often differs from the initial plans: some ideas are discarded or changed. Nevertheless, drawing up a preliminary plan and creating guidelines is very important and sometimes simply necessary for the successful implementation of the project.
As the project grows, it is necessary to record all ideas and changes. The complexity and scope of the tasks, possibly related to age, create difficulties in retaining information. Thoughts quickly replace one another, and it becomes problematic to retain them in memory. Keeping notes helps organize thoughts and not miss important details, which contributes to the successful promotion of the project.
The development of Hail to the Rainbow began with the creation of the game structure and the initial design of the menu. I immediately focused on the logic of level loading, saving parameters, and loading character prefabs. As a result, I designed several levels in a schematic format and created a testing ground for the game mechanics. This training ground allowed players to practice interacting with interactive elements, non-player characters, and objects.

When creating locations, I followed a general-to-specific approach. Initially, levels were formed using cubes and simple terrains. As the work progressed, I made significant changes to improve the quality and functionality of the spaces. To accurately estimate dimensions, I use special prefab templates, including templates for doorways, cars, and other objects. This helps ensure adequate scale of the space around the character and create a more realistic game environment.
After creating the layout, I began developing the key content for the project. This process involves modeling the main objects, buildings, and elements that will be actively used in gameplay. I usually create the main 3D content myself, using 3ds Max and Substance 3D Painter. For less significant objects and additional elements, I sometimes outsource or purchase ready-made models from specialty stores. Minor and decorative elements are often postponed until the final polishing stage of the project. Sound work is scheduled for later stages, and for a significant amount of time the project remains silent.
In addition to scheduled tasks, I constantly audit created content, scenes, and game features to assess their performance. I believe that monitoring the load and smoothness of the game is especially important in the early stages of development. This allows me to avoid serious problems and fixes in the final stages of the project, saving time and resources. Regular performance testing helps ensure stable game operation and improve the user experience.
In addition to the main tasks, I periodically engage in experimental work with graphics, shaders, and post-processing. This process becomes a kind of meditation for me, allowing me to take a break from routine tasks. As an artist, I'm especially interested in experimenting with shaders, lighting, shadows, fog, and other visual effects, which enrich my creative process and help me develop my skills.

In this project, I strive for systematization, but creative chaos is still present. Tasks are constantly changing: working with code alternates with graphics and text, which allows me to stay on my toes and avoid routine. For a solo developer, this approach is necessary so that the variety of tasks does not lead to monotony and does not cause depressive states. Such flexibility in work fosters creativity and increases overall productivity.
The issue of morale and psychological state during long-term work on a project is an important topic deserving attention. The Hail to the Rainbow project has been in development for five years, and during this time the team has experienced a variety of emotions, including both moral ups and downs. There are moments of strong negative expression, when you want to give up everything. However, the realization that too much effort has been invested in the project helps move forward. There are also periods of inspiration, when the visible results of your work bring satisfaction and joy. Maintaining mental health and emotional balance during the development process is key to achieving success and completing a project.
Inspiration can have negative consequences, especially when increased enthusiasm interferes with maintaining a balance between work and rest. This aspect is important and requires attention. At the very beginning, overwork may not manifest itself negatively, and work flows easily thanks to inspiration. However, over time, accumulating fatigue can lead to burnout, which threatens serious consequences for mental and physical health. Therefore, it is essential to include breaks and recovery time in your work schedule to maintain productivity and avoid the negative effects of excessive workload.
The Indie Game community on VKontakte is a platform for indie game enthusiasts, where you can find news, reviews, and discussions. We bring together developers and players, providing a space for the exchange of experiences and ideas. Here you can check out the latest releases, learn about upcoming games, and get tips on creating your own projects. Join our community to stay up-to-date on new trends in indie gaming, participate in contests, and share your experiences. We welcome everyone interested in independent games and want to support talented developers.
The Hail to the Rainbow Steam page is a central resource for players interested in this unique arcade game. Here you can find a description of the gameplay, explore key features, and learn about the mechanics. The page also provides system requirements for a comfortable gameplay experience on your computer. Players can view trailers, screenshots, and reviews from other players to get a complete picture of the game. Don't forget to add the game to your wishlist to stay up-to-date on updates and promotions. Hail to the Rainbow offers an exciting gaming experience that is worth trying.

The level designer, creator of the Swamp map for Counter-Strike: Global Offensive, has unique skills in the development of game locations. His work on the Swamp map stands out for its interesting gameplay mechanics and thoughtful design. A specialist in level design, he understands the importance of balancing aesthetics and gameplay, which makes each map engaging and varied. Creating maps for CS:GO requires a deep understanding of player needs and gameplay features, which reflects the level of professionalism of the designer.
I started creating maps for Counter-Strike in 2005 when I got a Half-Life magazine disc containing an SDK for developing levels using the GoldSrc engine. Since then, Counter-Strike has undergone significant changes: the engine was upgraded from GoldSrc to Source, the gameplay has evolved, and the level editor has also undergone changes. These transformations have made the map creation process more flexible and interesting, allowing developers to implement increasingly complex ideas and mechanics.
After the announcement of Half-Life: Alyx, I purchased the game, anticipating the release of the tools. This would allow me to get familiar with the new Source 2 engine and prepare for the possible transition of Counter-Strike to this platform. At the time, I didn't know exactly when the transition would take place, but it was important to learn the tools and understand the processes. I wanted to understand how map creation would change and whether a retraining would be required to work in the new engine.
At first, I was disappointed with the tools, although I praised their capabilities to friends. This was due to my expectations for a hybrid of Source and Unreal Engine. When I started working, I was faced with the same outdated editor I had previously used, but with new buttons and an updated interface adapted for working in a 3D space.
Working with locations has always been a challenging task for me, as I am used to creating them with strict proportions, based on my experience with Source. However, with the advent of new tools for CS2, I rediscovered the capabilities of Source 2 and truly appreciated this editor. Perhaps this is because I don't have many alternatives.
I didn't notice any significant differences in the organization of the processes. The interface was quite user-friendly, and even when working on a laptop with a 16-inch screen, I didn't experience any discomfort. Overall, everything seemed convenient. I was particularly struck by how other map creators in the community adapted the interface to their needs. I noticed that each designer has their own unique layout of windows and tools, which emphasizes the flexibility and personalization of the platform.

С переходом на Source 2 создание карт для CS: GO стало требовать более мощного оборудования. Ранее, для работы с картами в Source, достаточно было иметь хороший и удобный ноутбук, обеспечивающий производительность на приемлемом уровне. В то время вход в мир картоделия был доступен при относительно невысоких финансовых затратах. Однако с обновлением на Source 2 требования к аппаратному обеспечению возросли. Теперь для комфортной работы необходима мощная видеокарта, причем желательно использовать настольный вариант, который не ограничен по TDP. Это изменение стало важным шагом для всех, кто хочет продолжать развиваться в создании карт, поскольку производительность оборудования напрямую влияет на качество и возможности разработки.
Рабочий процесс остается для меня неизменным. Я продолжаю анализировать текущие проекты в мастерской, собирая необходимые референсы. Далее я создаю прототипы и формирую серый блокаут, который затем преобразую в белый. В завершение я наполняю уровень контентом. Этот подход позволяет мне сохранять высокое качество и соответствие требованиям проектов.
После нескольких дней работы над уровнем для CS2 я не смог вернуться к старой версии Source. Она стала казаться крайне неудобной. Мой десятилетний опыт работы с «классическим» редактором ускользнул, и разум адаптировался к новым принципам и методам. Теперь я понимаю, как важно следить за обновлениями и улучшениями в инструментах, чтобы оставаться эффективным и продуктивным разработчиком уровней.
Сравнение игровых движков требует внимательного анализа их особенностей и различий в работе. В движке Source вы создавали игровые локации, однако для достижения уровня лучших карт в мастерской вам необходимо было использовать сторонние 3D-программы. Вы сталкивались с ограничениями и особенностями игрового движка, что заставляло вас искать оригинальные и креативные решения. Процесс компиляции вашего проекта занимал сотни часов, чтобы ваша карта соответствовала вашим замыслам. При этом всегда существовал риск реализации невозможного.


Работа с Source 2 предоставляет широкие возможности для творчества. Движок демонстрирует отсутствие ограничений в создании контента. Я экспериментирую с сложными элементами на тестовых сценах, и процесс их реализации оказывается достаточно простым. В этой статье я расскажу о различиях в удобстве использования разных движков с точки зрения дизайнера уровней и немного с позиции художника по окружению.
В качестве дизайнера уровней я ценю в Source 2 улучшенную скорость создания блокаута. Процесс моделирования стал похож на работу в 3D-программах, таких как Blender. Это позволяет мне создавать более аккуратную и чистую геометрию уровней, а также строить сложные конструкции с нестандартными углами. Кроме того, процесс создания дверных и оконных проемов, арок и других архитектурных элементов значительно упростился. Это открывает новые возможности для дизайнеров, делая процесс разработки уровней более эффективным и удобным.
На этапе блокаута я раньше просто создавал прямоугольный проём, даже если планировал добавить арку в будущем. Это позволяло легко вносить изменения без сожаления о потерянной геометрии. В настоящее время процесс создания арки стал гораздо проще и требует всего лишь нескольких кликов. Более тщательная проработка геометрии значительно повышает качество уровня для плейтеста, что в свою очередь позволяет собрать больше данных как во время тестирования, так и после него.

Компиляция карт на ранних этапах остаётся столь же быстрой, как и прежде. Однако на этапах продакшена скорость компиляции зависит от характеристик вашей системы. В моем случае она осталась на уровне, аналогичном скорости компиляции в CS: GO. Примечательно, что теперь нет необходимости перекомпилировать карту, чтобы оценить падение теней и внешний вид локации. Новый редактор имеет возможность рендерить свет непосредственно внутри, что значительно упрощает процесс разработки и позволяет лучше визуализировать финальный результат.
Работа над созданием игровых уровней предоставляет художникам уникальные возможности для творчества. Ранее художник анализировал локацию, декомпозировал её на составные элементы и определял необходимые ассеты. После этого он переходил в 3D-редактор, такой как Blender, для моделирования объектов. Независимо от сложности, будь то тавровая балка или диван нестандартной формы, для каждого элемента находилось оптимальное решение — сторонний редактор. Этот процесс позволяет создавать высококачественный контент, что значительно улучшает игровой опыт и визуальное восприятие уровней.

Создание базовых 3D-ассетов стало гораздо проще благодаря новым инструментам. Теперь не требуется использовать сторонние программы, так как все необходимые функции доступны прямо в интерфейсе. Это упрощает процесс разработки и позволяет сосредоточиться на творчестве, не отвлекаясь на дополнительные приложения. Новые инструменты обеспечивают удобный и интуитивно понятный подход к созданию 3D-объектов, что делает их доступными для более широкой аудитории.

При написании этого эссе, я осознал, что вновь перенёсся в 2006 год. В то время, разрабатывая карты для Counter-Strike: Source, я стремился создавать объёмные окна и решётки из брашей, поскольку многие локации от Valve в первые годы существования движка Source были выполнены именно в таком стиле. Воспоминания об этих творческих экспериментах подчеркивают влияние, которое ранние карты оказали на игровую культуру и дизайн уровней.
Переход игры на новый движок символизирует простоту освоения, открывает возможности для творчества и самореализации. В то же время это также включает период привыкания к новым инструментам и технологиям.
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3D graphics programmer at Elverils studio, project manager of Gothic 1 Classic. In this role, I develop and optimize graphic elements for video games, creating unique 3D models and textures. My experience covers a wide range of technologies and tools used in the gaming industry, allowing me to effectively manage a team and achieve high project results. Elverils Studio prides itself on the quality of its work and strives for innovation in graphics, which makes our products competitive in the market.
Reading about methods for organizing effective work without the risk of burnout is always intriguing. However, it is important to remember that effectiveness depends on many factors, including the specifics of the profession, company characteristics, client requirements, and management style. Each of these aspects can significantly impact the workflow and the overall well-being of employees. Therefore, to achieve optimal results, it is necessary to consider the individual characteristics of each situation.
Our company specializes in improving and porting games to various platforms. The game development industry, like other industries, has unique challenges and methods for solving them. In this context, I would like to share my experience as a team lead at Elverils. We focus on creating high-quality game content and adapting it for various platforms, which allows us to expand our audience and improve player satisfaction. Our approach includes careful analysis and optimization of game mechanics, which facilitates the successful transition of games to new devices and operating systems.
The main reason for project delays is ineffective planning. Poor workflow organization leads to delays and schedule discrepancies. To successfully complete tasks, it is necessary to carefully develop a plan that takes into account all aspects of the project. This will minimize risks and ensure timely fulfillment of obligations.
Based on my own experience, I can say that many people underestimate the importance of planning or devote insufficient time and attention to it. Directly performing a task without prior analysis can lead to errors and inefficiencies. It is recommended to take the time to carefully consider, break tasks into subtasks, set priorities, and consider potential problems in advance. This is important advice, but there are some nuances worth considering.
When planning, it is important to consider various aspects that can affect the final result. Examples of the word "but" can help illustrate possible scenarios. For example, when planning a project, you may encounter budget constraints, but this should not stop your commitment to quality. Also, if you have clear deadlines for completing a task, but unforeseen circumstances arise, it is important to quickly adapt and reconsider your priorities. Analyzing risks can identify potential problems, but do not forget about opportunities for growth and improvement. Using the word "but" helps to emphasize nuances and allows you to consider alternative solutions during the planning process.
- The client. It does not matter who it is, your boss or your new client. Everyone strives to optimize costs and maximize benefits. During the implementation of assigned tasks, additional ones may arise WITHOUT revising the time costs. It is important to remain vigilant in order to note them in a timely manner and adequately estimate the labor costs.
- Pitfalls of a specific project. There are many tasks in which it's almost impossible to spot pitfalls and factor them into the plan.
- Colleagues, employees, celebrities. People often get sick, are lazy, fake work, or burn out. If the work depends on other people, this also introduces its share of uncertainty into planning. There are also always random factors, like rain or a sick cat.
What to do about it?

Problems arising from insufficient planning are one of the main causes of ineffective work. Poor process organization leads to missed task and project deadlines. Optimizing planning and structuring the workflow can significantly improve efficiency and deadline adherence.
There are various approaches to solving these problems.
The client is a key factor that can significantly affect the success of your project. It is important to explain to them that meeting reasonable deadlines improves the quality of the final product. It is also necessary to emphasize the importance of creating a time reserve to account for possible force majeure. In addition, it is important to adequately assess the product itself, taking into account its complexity and the obviousness of the development process. This will avoid misunderstandings and increase the likelihood of successful project completion.
When working with clients, it's important to adequately assess the tasks and avoid taking on projects that are unfeasible. At this stage, high-quality planning and an accurate assessment of the required resources are especially important. This will avoid unnecessary time and effort and increase the chances of successfully achieving the stated goals.
Maintaining a good relationship with the client and regular communication are key to the successful completion of the project. It's important for the client to always be informed of the progress of the work and understand the reasons for possible delays. Feedback from the client plays a critical role: it is necessary for determining next steps and helps understand their mood and expectations. It is recommended to identify problem areas in advance and jointly seek solutions to avoid delays. Effective communication builds trust and improves work results.

Not all clients are ready to go deeper Into the details of the process. Many prefer to achieve results without unnecessary difficulties. In such cases, it's important to have a clearly documented work plan and the ability to clearly explain any aspects not previously discussed. However, there are times when unforeseen circumstances arise and work not originally planned becomes necessary. Therefore, it's important to allow additional time to address such issues. This will help avoid stress and maintain the quality of the project.
When implementing a specific project, it's important to consider potential pitfalls. While strategies for minimizing client issues exist, it's impossible to predict every possible difficulty. It's recommended to consult with more experienced colleagues and study successful and unsuccessful cases from your own experience. In the future, it's useful to create checklists to help identify known issues at different stages of the project. This will increase the likelihood of successful implementation and reduce risks.

It's important to understand that it's impossible to anticipate every possible project problem in advance, and that's okay. However, it makes sense to discuss and assess potential risks in advance. It's important to have this discussion again with the client or manager. In development, especially for complex and difficult-to-predict products like games, it's crucial to consider all possible uncertainties. In such cases, it's recommended to build additional time into the project roadmap to address unforeseen circumstances.
Colleagues and employees play a key role in any profession. It's important to assess how ready your team is to support you during challenging times. How many of your colleagues can cover for you if needed? How effectively do you delegate tasks to avoid overload? Given these factors, it's worth considering the impact of the absence of several employees on the overall team's performance. Assessing the cohesion and interchangeability of your team can significantly improve your productivity and business resilience.
Factors that cannot be predicted play a significant role in each person's life. Taking individual circumstances and risks into account is essential for effective replacement planning. Overburdening employees with other people's responsibilities is an ineffective practice that leads to increased stress, accelerated fatigue, and burnout. Proper distribution of tasks and attention to the well-being of the team contribute to a more productive and healthy working atmosphere.

Working overtime may allow you to complete tasks on time, but each such overtime brings you closer to burnout. When planning, it is important to consider possible difficulties and allow for additional time to complete tasks, even if you think it will not be necessary. In practice, this time is often necessary. Proper management of work time will help avoid stress and increase overall productivity.
How does porting work in our studio?
The client provides access to the game code, utilities, and assets. We conduct a detailed analysis of the code and project data in order to identify potential difficulties that could lead to significant time expenditures. At this stage, it's important to clearly define the project's goals: which platforms will be supported during the port, what challenges may arise during the process, what game improvements the client expects (for example, adding shadows, improving lighting, and other visual aspects), and what utilities and assets are available for development. We also consider the possibility of excluding certain features from the game. Based on this information, a plan document is compiled, outlining the deadlines and task sequence. This approach allows us to optimize the development process and minimize risks.

A problem developers often face is that clients can suddenly make changes to a project at any stage of its implementation. For example, they might suggest adding motion controllers to the game, believing it will improve gameplay. While this may seem like a simple solution, implementing new functionality requires significant effort and resources. Changes can affect not only the code but also the game design, testing, and interaction with other platform components. As a result, even small additions can entail delays and additional costs, ultimately negatively impacting the product's quality and time to market. Therefore, it is important to establish clear project scope in advance and discuss all changes with the development team to avoid unnecessary complications.
The integration took only a few days, but now a new problem has arisen—additional functionality that is causing bugs. These errors require significant effort from both developers and testers. We strive to discuss all aspects during the project planning stage to prevent new tasks from arising and avoid extending the delivery time. Effective planning and thorough requirements discussions help minimize risks and optimize the development process. There are numerous examples in game development where poor quality of the final product is the result of constant changes and client requirements. These situations highlight the importance of clearly understanding project goals and setting boundaries to avoid unexpected issues and ensure high game quality. Inconsistent requests can lead to rework, extended deadlines, and, ultimately, a poor end result. Professional developers must actively work with customers to ensure stability and quality at all stages of game development.

How to Avoid Burnout
- Plan your tasks wisely. Workaholism is evil. Don't ruin your schedule; it's important to maintain at least some discipline, otherwise you risk becoming tired and, as a result, burnout. You need to be able to rest and distract yourself.
- If you learn to break tasks into subtasks and account for them in some visual format, you will be able to see the progress of the work done and praise yourself. The main thing is not to look at the volume of unfinished business.
- Interesting challenges save. It often makes sense to discuss your tasks with your manager or employer, ask for "some kind of development" if you feel bogged down in monotonous work.
- Make friends and colleagues who are passionate about what they do and will support you. Friendly communication energizes and motivates.
- Every person has their own unique needs, desires, fears, and motivations. Therefore, there is no universal way to prevent burnout. Anyone interested in how to avoid burnout should ask themselves the questions, "What exactly brings me pleasure at work?", "Why am I doing this?", "What are my goals?" and "What exactly in my work can make me happier?" Many people burn out simply because they are not doing what they really want, but are deceiving themselves and are afraid to change the field.
What to do if all the suggested methods do not work? It is important to remember that "being determines consciousness." What to do if overwork has become the norm in the gaming industry? How to find interesting and promising work when artificial intelligence is replacing artists? Realize that changing the entire industry and established rules is impossible. Perhaps it is worth rethinking your environment and conditions.
Don't forget to praise yourself; you deserve it. Самоценность и признание своих достижений — важные аспекты личностного роста. Умение отмечать свои успехи помогает развивать уверенность в себе и мотивирует на новые свершения. Поддерживайте себя в трудные моменты и отмечайте даже небольшие победы, ведь каждая из них приближает вас к вашим целям. Заботьтесь о своем внутреннем состоянии и цените себя, ведь это ключ к успешному и гармоничному развитию.
Артём Доронин в Telegram – это актуальный источник новостей и обновлений. Подписавшись на его канал, вы получите доступ к эксклюзивному контенту, интересным дискуссиям и полезной информации. Артём делится своими мыслями и аналитикой по различным темам, что делает его канал ценным ресурсом для тех, кто интересуется современными тенденциями и событиями. Присоединяйтесь к его сообществу в Telegram, чтобы быть в курсе последних новостей и обсуждений.
Официальный сайт студии Elverils представляет собой уникальную платформу, где вы можете узнать о наших услугах и проектах. Мы специализируемся на создании высококачественного контента и разработке индивидуальных решений для бизнеса. Наша команда профессионалов гарантирует высокие стандарты выполнения работ и внимательное отношение к каждому клиенту. На сайте вы найдете информацию о наших последних проектах, портфолио и отзывы довольных клиентов. Мы стремимся к тому, чтобы каждый посетитель сайта получил максимально полное представление о нашем опыте и компетенциях. Добро пожаловать на официальный сайт студии Elverils, где творчество встречается с профессионализмом.
Gothic Classic доступен в Nintendo eShop. Эта игра предлагает уникальный опыт в мире фэнтези и ролевых приключений. Погрузитесь в захватывающий сюжет и исследуйте обширные локации, полные тайн и опасностей. Gothic Classic отличается глубокой проработкой персонажей и увлекательным игровым процессом, который привлечет как новых игроков, так и поклонников оригинальной серии. Не упустите возможность испытать эту классическую RPG на платформе Nintendo. Заходите в Nintendo eShop и начните свое приключение в Gothic Classic уже сегодня.

Дизайнер уровней, создатель карты Rogue для игры Counter-Strike: Global Offensive. Специализируюсь на разработке уникальных игровых пространств, которые улучшают игровой процесс и повышают вовлеченность игроков. Моя работа включает в себя тщательное планирование, тестирование и оптимизацию карт, что позволяет создавать интересные и сбалансированные игровые уровни. Карта Rogue выделяется своей структурой и эстетикой, предлагая игрокам захватывающие сражения и стратегические возможности.
Планирование и соблюдение пайплайнов представляют собой важные аспекты продуктивности, особенно для людей, склонных к прокрастинации. Со временем я осознал, что отсутствие даже простого плана действий приводит к ошибкам и снижению эффективности. Создание минимального плана позволяет структурировать задачи и достичь поставленных целей. Регулярное планирование помогает не только организовать рабочий процесс, но и повысить мотивацию, что в конечном итоге способствует лучшим результатам в деятельности.
Когда я задумал создать rogue-lite-режим для CS: GO, у меня не было четкого плана действий. Я просто начал с того, что приходило в голову. Сначала я работал над моделями, затем внезапно переключался на программирование, а спустя несколько минут создавал уникальные текстуры. Этот свободный подход позволил мне разрабатывать первые карты с процедурной генерацией, но в то же время привел к тому, что некоторые уровни так и не были завершены. Основная идея заключалась в экспериментировании и поиске новых решений, что, безусловно, повлияло на итоговый результат.
Когда я начал разрабатывать полноценный режим рогалика, я предпринял первые шаги к улучшению процесса. Поскольку я чаще всего работаю solo, разнообразие задач остается неизменным. Я продолжаю переключаться между различными направлениями, основываясь на своих текущих интересах. Однако отслеживание своих действий стало для меня важным инструментом, который помогает сохранять фокус и организованность в работе. Это позволяет мне более эффективно управлять своим временем и ресурсами, что, в свою очередь, способствует успешной реализации проекта.

Создание полноценного рогалика потребовало значительно больше кода по сравнению с предыдущими проектами, поэтому я решил загрузить его на GitHub. Это дало возможность эффективно отслеживать ошибки и планировать последовательность действий. При открытии приложения я каждый раз замечал надпись «последнее изменение — один день назад». Это вызывало чувство необходимости срочно внести изменения в код или обновить модели, поскольку в противном случае срок последнего изменения не изменится. Такой подход помогает поддерживать динамичное развитие проекта и своевременно реагировать на возникающие проблемы.
Иногда я позволял себе делать перерывы, но после 2-3 дней без работы начинал чувствовать внутреннее напряжение и стремление вновь стать продуктивным. Кажется, что без постоянного контроля за своим временем и работой сложно поддерживать мотивацию к программированию.
С течением времени стало известно, что CS:GO будет заменена на CS2. Это означало, что вся проделанная работа может оказаться напрасной — и так в конечном итоге и произошло. Однако у меня была настойчивая необходимость выпустить хоть что-то, поскольку было сделано слишком много. В этот момент на помощь пришёл второй важный мотиватор в борьбе с ленью — дедлайны.
Еще до официального анонса CS2 я предчувствовал его близость, поэтому на протяжении нескольких месяцев ставил перед собой конкретные цели. В сентябре я планировал подготовить все модели и код для первого акта игры и начать работу над вторым актом. В октябре моя задача заключалась в создании рабочего хаба, где игроки смогут заниматься прокачкой, а также завершить второй акт. Я старался выполнять поставленные задачи каждый месяц вплоть до анонса CS2, что позволило мне быть готовым к выходу игры.
После анонса подтвердились все худшие опасения, и я решил выделить месяц на доработку и объединение уже готовых элементов для выпуска проекта в текущем виде. Моя цель заключалась в том, чтобы показать концепцию, обладающую огромными возможностями, которые игроки могут утратить со временем. Это стало ещё одним сильным стимулом не abandon проект и завершить работу над ним. В итоге получилась некая демоверсия, в которой действительно можно провести много часов, открывая все возможности. Я очень доволен тем, что смог реализовать эту идею.
Дедлайны играют важную роль в проектировании, особенно если они установлены извне. В частности, это касалось моего последнего проекта — разработки соревновательной карты для CS2. Заранее, ещё до выхода новых инструментов, я решил углубиться в изучение движка, который был доступен в Half-Life: Alyx. Я провёл около месяца, исследуя различные аспекты движка, что значительно упростило переход от старого редактора Hammer к современному. Полученные знания и навыки оказались неоценимыми в процессе создания карты, позволяя оптимизировать работу и улучшить качество конечного продукта.

Создание новой карты проходит более структурированно, чем разработка рогалика. В отличие от рогалика, для соревновательной карты не требуется написание кода. Однако, важно подходить к процессу с последовательностью и одновременно сохранять творческий подход. Это позволяет создать качественную и увлекательную карту, которая будет интересна игрокам и соответствовать требованиям соревновательного игрового процесса.
At first, I sketched out the layout of the future location on paper. I noted landmarks and landscape elements I wanted to include, such as buildings, towers, statues, and other details. It was important to consider passages and openings, choosing optimal viewing angles for them. At this stage, it's recommended to look for references, but I decided to forgo them for now. I wanted to experiment with new tools, relying solely on my own perceptions. Ultimately, references began to appear naturally as I worked.
Later in the map's development, a friend shared photos from his trip to Germany. He recognized that my project was connected to the images he captured. At the same time, another acquaintance approached me, indirectly influencing the process by setting a deadline for completion.
During this period, an organization was actively seeking community maps to display during breaks at a major tournament. A friend introduced me to an organizer who was impressed with my work and expressed interest in demonstrating my map. He requested the map for future use at the tournament.
I was told I had about a week. I thoroughly studied the map and put in much more work than I had the month before. Even though I realized that small maps aren't popular and likely wouldn't be appreciated in the stream chat, I still had a strong charge of energy and a desire to create as much visual content as possible. This was supposed to help increase the number of interesting and presentable shots.

After presentations, new details emerge that help me see how others perceive the map. This allows me to make changes I hadn't previously considered. An outside perspective is helpful at all stages of development, as it can adjust the action plan. The longer you work on a project, the more nuances you can miss, especially if you're working alone. It's important to consider the opinions of others to improve the quality of the final product and avoid potential mistakes.
Many people helped me by sharing their opinions on what they liked or, conversely, what they disliked and needed improvement. This feedback is not only useful but also inspiring. Those who liked the map genuinely wanted it to succeed, and often their enthusiasm was even stronger than mine. This creates a sense of responsibility and motivation, which significantly boosts morale.
One of the most challenging tasks was completing the map. The process of polishing and implementing new features can take endless time, so it was important to finish the project on time. Ultimately, the goal was partially achieved, which allowed us to move on to the next stage of work.
At the time of the map's release, some issues arose. Some of them concerned design, others performance, but overall the project was complete. A few months later, I returned to it and improved the details. I am confident that it was the right decision to release the product in a satisfactory state and then, after some time, add the finishing touches with renewed vigor.
Constraints really stimulate the creative process. Without them, many of my projects might have been incomplete or never completed. These frameworks encourage me to seek new approaches and solutions, which ultimately leads to higher-quality results.
Roman Batishchev actively shares his thoughts and ideas on X, formerly known as Twitter. The platform provides an opportunity to interact with the audience and exchange opinions in real time. Roman uses X to discuss current topics, focusing on important events and trends. His publications are interesting and informative, which attracts the attention of subscribers and stimulates discussion. It's important to follow his account to stay up-to-date with the latest news and analysis.
The OrelStealth YouTube channel offers unique content covering various aspects of the gaming industry and streaming. Here you'll find reviews of popular games, gameplay videos, and helpful tips and strategies for improving your gaming experience. The channel is aimed at gamers looking to expand their knowledge and skills. Subscribe to OrelStealth to stay up-to-date with the latest videos and the latest gaming news. Our content is regularly updated to stay current and relevant. Join the OrelStealth community and share your experiences in the comments.
The Rogue Steam Workshop page is a unique platform where players can find and download mods for Rogue. It features a variety of community-created content, including new levels, characters, items, and graphical improvements. Modders can share their work and receive feedback from other users, fostering creativity and sharing experiences. All content on the page is reviewed to ensure its quality and safety. By visiting the Rogue page on Steam Workshop, you will discover a variety of ways to enhance your gameplay and immerse yourself in unique game worlds.

Director of Business Development at Infinite Art Solutions is responsible for strategic planning and implementation of initiatives aimed at increasing market share and strengthening the brand's position. Key responsibilities include analyzing market trends, identifying new growth opportunities, and developing effective business strategies. A key part of the job involves interacting with key clients and partners, as well as managing projects that foster innovation and improve the quality of services provided. The position requires in-depth knowledge of business and art, as well as team management and negotiation skills.
When I start my workday, the first thing I do is create a schedule. This really helps me organize my time. I divide my workday into two-hour blocks, allocating exactly this amount of time to each task. Even if I know the task will only take half an hour, I still plan for two hours. This is because distractions or additional tasks inevitably arise along the way. I have learned to be flexible and adapt to change, which allows me to effectively manage my time and complete all planned tasks.
In the morning, I hold meetings with the team, starting with the sales department. We discuss each employee's current challenges, achievements, and successes. Afterward, I move on to the HR department, where I get acquainted with their processes. If necessary, I share information about clients and upcoming projects so the team can prepare in advance. This approach allows us to effectively plan work and improve collaboration between departments. By sharing preliminary information with HR, I can be confident that they already have half the data they need to make decisions. This helps minimize misunderstandings and delays in the process. If, for example, there is an urgent need to find a UI specialist with at least ten years of experience, it is important to determine in advance where to find a suitable candidate and who exactly to consider. Proper communication and a clear understanding of requirements will help speed up the search process and improve its efficiency.

I continue to participate in key meetings to understand current processes and identify urgent issues. Supervisors, managers, and art directors actively discuss existing challenges and jointly seek optimal solutions. By lunch, I have a complete picture of the situation in the studio, which allows me to effectively manage projects and make informed decisions.
I conduct each call with maximum efficiency, capturing the main points of the discussion, participant comments, and possible actions. I also determine what information each participant needs. Afterwards, I disseminate the findings in the relevant chats, thereby ensuring knowledge sharing and facilitating collaboration.
In the afternoon, I focus on large tasks that require a significant investment of time and high concentration. This time is the most productive for me, allowing me to use my resources as efficiently as possible to achieve my goals.

Sometimes it becomes necessary to resolve anomalous situations occurring in the studio and its surroundings. The tasks that reach me often represent a snowball of problems. They have already passed through many company managers, but no one has been able to handle them within their competence. My main task is to effectively resolve these problems and prevent their recurrence in the future.
There is a belief that a person needs to receive 60% neutral information, 35% positive, and only 5% negative. If someone avoids communicating with you, does not want to discuss problems or solve problems, this may indicate that they have already encountered negativity in their life. In such a situation, it is important to support the person with a kind word and show understanding. Your attention and care can have a significant impact on his emotional state.
Wernher von Braun, a renowned rocket engineer, asked his colleagues after the explosion of the first ballistic missile during a rig test: "Who made the mistake?" Silence reigned; no one dared to admit it. However, one engineer, plucking up his courage, raised his hand and said, "I did." Werner, appreciating his courage, drank a bottle of champagne with him and remarked: "You did the right thing, because now we know where the mistake occurred. If you had kept quiet, the test would have failed again, and we would have wasted a lot of time and effort looking for the problem elsewhere." This incident serves as an important lesson: in my work, it is essential to create an atmosphere in which employees are not afraid to share their failures. By admitting mistakes, we can together turn them into achievements for the company.
Developer conferences play an important role in my life. At these events, my main goal is to meet as many people as possible and find out how we can be of service to each other. I strive to have a new conversation partner every half hour. Before the event, I monitor confirmed attendees and identify the most interesting ones to connect with. Then, I focus on those who could potentially be helpful in the future. This way, I try to make the most of my time at conferences and make valuable connections.

Not everything always goes according to plan. I can spend several hours with some people, while 15 minutes is enough with others. The main thing is that the goal is ambitious and challenging to achieve. Otherwise, how can we develop and improve?
Our team's internal structure on each project includes a manager, who is the main contact with the client, and a technical specialist responsible for the quality of task completion. The manager has communication skills and a good understanding of the area for which they are responsible. Although they are not a narrow specialist, they are able to clearly convey the client's wishes to the performer and explain why there is nothing critical about a given task, even if certain difficulties arise.
The project manager is responsible for rotating employees between projects, ensuring that each specialist has active and reserve tasks. This is necessary for a prompt response in the event of problems with current tasks or their completion. They also monitor the team's workload, recording areas where available employees are expected. The sales department plays a key role in creating demand for the company's services and in analyzing market needs. We hold weekly planning sessions where I, from the outside, ask questions and offer alternative approaches. This helps us find optimal solutions and improve the efficiency of our work.

As Business Development Director, I strive to stay abreast of all the studio's developments, balancing day-to-day operations with strategic objectives, as well as effective management and delegation. It's important to balance control with trust in the team. Of course, not everything always works out the first time, and both successes and failures may arise along the way. The key remains a positive attitude and the understanding that teamwork allows you to achieve significant results that would be impossible to achieve alone.
I don't consider myself to be doing anything unusual or unique. Try offering your wife's services to your friends—you'll experience the same difficulties. Then tell strangers about her masterful baking, sewing, or furniture making. Success? Great, now it's up to you to help her fulfill all those orders you've so successfully attracted. That's the secret to successfully promoting its services.
The official website of Infinite Art Solutions offers a wide range of artistic design and decoration services. We specialize in creating unique interior and exterior solutions and also provide consultations on the selection and placement of artworks. Our team of professionals works with clients to bring their ideas to life and make their spaces more aesthetically pleasing. Learn more about our projects, services, and approach to art on our website. Infinite Art Solutions is your reliable partner in the world of art and design.

Level designer and author of the Memento map for Counter-Strike 2. I specialize in creating unique game spaces that provide engaging and immersive gameplay. My work on the Memento map includes detailed elaboration of locations, tactical elements, and visual design, which makes the game more interesting and dynamic. The implementation of innovative solutions and attention to detail allows players to enjoy every minute in the virtual world.
Creating a Counter-Strike map begins with developing a unique concept that will attract players. An important stage is setting aside time for reflection and discussion, as well as compiling a list of ideas. I pay attention to the overall theme, features, and key elements that will influence gameplay. This allows my map to stand out from the crowd and offers players interesting opportunities for interaction.
The next stage is map design and planning. In this process, I create diagrams and blueprints, and mark the locations of key objects, areas, and structures. This phase is important for forming the overall structure of the map and understanding its gameplay dynamics. It helps to identify the interactions between elements and determine how players will interact with the environment. Таким образом, тщательное проектирование карты способствует созданию увлекательного игрового опыта.

После определения ключевых точек я начинаю разрабатывать логическую последовательность действий игроков. Это необходимо для того, чтобы карта не только имела привлекательный внешний вид, но и обеспечивала сбалансированный игровой процесс. Такой подход позволяет создать увлекательную игровую среду, где каждый элемент карты способствует интересному взаимодействию между игроками.
После завершения проектирования я приступаю к созданию блокаута. В этом процессе я применяю простые геометрические формы для обозначения ключевых зон и анализа их взаимодействия. Этот этап критически важен для быстрой проверки общей структуры и удобства перемещения по карте. Основная цель заключается в том, чтобы убедиться в правильном расположении основных элементов, которые не должны мешать друг другу, а также оценить, насколько привлекательно будет перемещение для игроков в данной локации. Такой подход позволяет оптимизировать игровое пространство и улучшить общий опыт игроков.
После формирования блоков я перехожу к этапу плейтестов, который включает тестирование карты на играбельность и баланс. Я провожу несколько игровых сессий для получения обратной связи от участников, что позволяет выявить слабые места карты, неудобные позиции и чрезмерно сильные укрытия. Обратная связь становится важным инструментом для дальнейшей корректировки уровня. Особое внимание я уделяю комментариям о балансе, поскольку сбалансированная карта является залогом увлекательной игры. Такой подход гарантирует, что игроки получат качественный опыт и смогут наслаждаться игрой, что в свою очередь способствует повышению интереса к проекту.

После внесения изменений на основе полученной обратной связи я приступаю к выбору визуальных элементов. На этом этапе я сосредотачиваюсь на визуальном стиле и подбираю референсы, чтобы каждый объект на карте соответствовал общей тематике проекта. Теперь пришло время заменить грубые геометрические формы на плейсхолдеры — более точные модели, которые сохраняют общий вид уровня, но не имеют финальных текстур и деталей. Это позволяет создать более реалистичное окружение, избегая при этом перегруженности карты. Такой подход также способствует лучшей навигации и восприятию игрового пространства, что важно для конечного пользователя.
Следующий этап включает в себя производство моделей и текстур. Я занимаюсь созданием финальных моделей объектов, а также проработкой текстур и визуальных деталей. В этом процессе важно сохранять внимание к каждой детали, не забывая при этом о производительности. Регулярное тестирование и корректировка позволяют предотвратить проблемы с частотой кадров и обеспечивают качественное отображение на экране.

После завершения разработки карты я провожу финальные плейтесты, чтобы убедиться в ее функциональности и удовлетворенности игроков. Этот этап включает оптимизацию, которая необходима для обеспечения стабильной работы карты даже при большом числе участников.
Перед запуском продукта я провожу финальное тестирование и стресс-тестирование. Это позволяет выявить все возможные проблемы и несоответствия, которые могли возникнуть на этапе разработки. После завершения этих этапов карта отправляется в мастерскую Steam, где она становится доступной для широкой аудитории.
Создание карты для CS — это комплексный процесс, который включает в себя множество этапов, каждый из которых важен для достижения высокого качества и интересного результата. Начиная с идеи и заканчивая релизом, каждый шаг требует тщательного планирования, продуманного проектирования, тщательного тестирования и оптимизации. Креативность играет ключевую роль на всех стадиях, позволяя создавать уникальные и увлекательные карты, которые привлекают игроков и обеспечивают положительный игровой опыт.
Тимур Айсин на платформе X (ранее известной как Twitter) активно делится своими мыслями и идеями. Его контент охватывает широкий спектр тем, включая технологии, социальные вопросы и личные размышления. Тимур привлекает внимание аудитории своими уникальными взглядами и аналитическим подходом к различным актуальным вопросам. Подписчики могут ожидать от него интересные обсуждения, актуальные новости и профессиональные советы. Присоединяйтесь к его сообществу на X, чтобы быть в курсе последних обновлений и получать ценную информацию.
Профессия Геймдизайнер с нуля до PRO
Геймдизайнер создаёт структуру игры. Он продумывает идею, правила, игровой процесс и решает, какие эмоции вызовет сюжет у игроков. You'll master game design principles from scratch and learn how to work with popular engines like Unity and Unreal Engine. You'll learn how to retain player interest and monetize games. And we'll help you start a career in the gaming industry.
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