Simon OCallaghan

@SimsOCallaghan

Former Level Designer at Splashdamage, Raven Software & Crytek, Touristic Photographer, Urban Explorer

Two Suitcases
Joined March 2013

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  1. Pinned Tweet
    10 Mar 2016
  2. Jun 8

    My favourite AD map I designed was AD_E2M2 with grand architecture, plenty of replayability and real sense of place!

  3. Jun 7

    The planets have aligned, a portal has open, are you ready to enter?

  4. Retweeted
    Jun 6
    Replying to

    Protip: Make debug visualizers for everything and check them regularly. If you don't, things are probably broken.

  5. Jun 1

    Always be open to change with some of the best ideas are often found in the closing moments of a project!

  6. May 31

    Making arches and then breaking them!

  7. May 29

    New QuakeSpasm build from - r_scale 2, no fog/sky, texturemode 1, vanilla palette only; what a lovely vibe!

  8. May 29

    Playing with the new r_scale feature of QuakeSpasm and its gorgeous pixel vision! Especially love the sharp edges, feels like

  9. May 27
  10. May 25

    Watching and Waiting

  11. May 21
  12. May 20

    Vertical Connecting Corridors

  13. May 19
  14. May 15

    Procedural should be more than just random rooms; The flow comes from logical placement of landmarks, lighting & items

  15. May 5

    Decrepit Dungeon

  16. May 4
  17. Apr 30

    Sunday Afternoon in the Boil-er Room!

  18. Apr 30

    Great FPS is Interconnectivity, this involves planning and design. Procedurally generated games will often lack this quality.

  19. Apr 14

    Its funny how the delete key is often seen as a last resort and yet somehow its liberating when applied to iterative level design!

  20. Mar 21

    Thanks everyone, 1000 brushes to celebrate 1000 followers!

  21. Mar 20

    The Broken Tower

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