Filip Coulianos

Syndicate is announced!

18 September 2011 09:53

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I'm proud to say that Syndicate is finally announced!

I'm even more proud that the level I contributed with to the game actually was in the first batch of screenshots from the game :).

>> Click here to visit the official Syndicate site!

Pacing & Gameplay Analysis In Theory & Practice

03 August 2011 22:24

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Hello!

Its been a long time since i posted something here, but now I finally got my article Pacing And Gameplay Analysis In Theory And Practice published at Gamasutra!

This really feels like a great achievement for me. The response so far has been great, and I hope more articles will be published there in the future.

By analyzing the pacing of your game, writes Starbreeze (The Darkness) designer Filip Coulianos, you have a method to help hit creative targets -- Coulianos shares his process in a new Gamasutra feature.

>> Read the article here.

Project 25 - Two years old still going strong

27 March 2011 19:05

Hey everyone,

Every now and then something small happens that makes you really really happy. During the last few days I've had two e-mails from people who played through Project 25 thought it was good enough to let me know they've played it and enjoyed it. They even sent me the questionaire I attached with the mod.

It amazes me that people to this day still play it and enjoy it. What amazes me even more is that some of you even spend the time getting back to me with feedback and thoughts although the project is almost two years old. I really, really appreciate that.

That was all for now <3

Starbreeze announces Licensing of Unreal Engine

19 February 2011 00:56

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Recently Starbreeze announced that we are licensing the Unreal Engine. Im also proud to announce I am part of the team working with it developing future games! :D

Site under construction!

13 February 2011 16:46

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Hello again!

Just wanted to let you know im currently adding some new images of the Boulevard, however the youtube video isn't finished yet. Until then you will have to live with old video and new images of the level.

Article: Pacing in multiplayer

05 January 2011 09:37

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I just got an E-mail from GameCareerGuide that they published my article about pacing in multiplayer games, finally! :D

I'm really happy and proud that they published this fourth article I've sent in to them. Hopefully ill make it to Gamasutra itself next time :).

>> Head over to GameCareerGuide and read it yourself!

Boulevard revisited

19 December 2010 12:52

I've never been to happy about the lighting of dec_boulevard, but it was one of those levels which just had to be released on-time. During spare hours here and there I spent some time hotting it up a bit. Here's the current result:

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Fully employed!

31 October 2010 13:44

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This wednesday i got my full employment only three months into the trial period. I'm really happy about this and will continue doing my best at the office!

In other news I have some cool stuff going on, but nothing i can reveal right now. Hopefully i can show off some cool stuff ive been working on besides work in the coming months.

Article: Pacing in multiplayer games

29 August 2010 12:22

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Hi everyone!

It's been a busy month as I just started working at Starbreeze. So far I've had a blast doing lots of great stuff I really can't talk bout (sorry!).

However during the summer I wrote both the Batman article, as well as an article about Pacing in multiplayer games which I'm now releasing:

Excerpt:

The approach I’m taking in this article is to draw a basic pacing curve for a game in Deathmatch, Counter-Strike and Left 4 Dead. I will look at how the core gameplay mechanics controls the pacing curve. I will also measure the games in what I call, in a lack of better words, “level of narrative”. A game with weak narrative would be a game where the exciting things occur in a seemingly random pace. A game with strong narrative has peaks and shallows of excitement cleverly designed and measured to keep the players on the edge and stimulated throughout the game session.

>> Read the article here!

Edit:

The article has been rewritten and the new version is now available at GameCareerGuide:

>> Head over to GameCareerGuide and read it yourself!

Batman analysis on GameCareerGuide

14 August 2010 11:09

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I just noticed that Gamasutras daughtersite GameCareerGuide finally published the The level design analysis of Batman Arkham Asylum.

I'm really happy and proud that they published this third article I've sent in to them. Next stop: Gamasutra!

Article: Batman - Level design analysis

01 August 2010 16:16

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Hello everyone,

I have just finished an article I've worked on this week about Batman Arkham Asylums level design.

It's been incredibly interesting and I hope you enjoy reading it as much as I had writing it.

>> Read it here

>> Read the article on GameCareerGuide

Excerpt:

Batman Arkham Asylum was released in August 2009 and took critics by storm. It scored 90+ on average review ratings and even got a Guinness World Record for ‘Most Critically Acclaimed Superhero Game Ever’. What is even more amazing is that according to the credits list only five level designers worked on the title, and it was produced in less than two years.

As I played through the game I was astounded by its quality and started to do some serious research. I read articles, listened to developer podcasts as well as collected data to try to figure out what it really was that made this game stand out from a level designers perspective.

Ayla came second in Indiedb contest!

23 July 2010 13:24

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Thats right we made it to second place and won a free Unity pro license worth 1200$.

This is so great! Congrats to my friends at ludocity who made it into first place with their game "Bob Came In Pieces".

( Read more... )

>> Go to indieDB and read it yourself!

Ayla reached final at Indie DB Unity contest

16 July 2010 12:16

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In the middle of my chart-drawing, analysing and article writing I got an exciting email; It seems like all the games from Futuregames Academy that attended the Moddb Unity contest actually made it to the final, including Ayla!

3 out of 10 games came from Futuregames Academy. The whole contest had over 50+ games competing.

Very exciting, I wonder who will win!

>> Head over and see for yourself!

DM-Fuji Released!

15 July 2010 17:12

It took me months to make the final push and kick the project out of the door. Well, now, here it is! DM-Fuji is finally!

>> Download DM-Fuji!

Ayla Developer Video Released!

10 July 2010 13:19

The developer video of Ayla is done. You can see it here:

http://www.filip.coulianos.se

Enough said!

About the blog
I'm Filip Coulianos, an aspiring level designer and environment artist. In this blog I will share the knowledge and discoveries I come across while doing my research and work with level design and environment art.
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