lmao... oki sorry i forgot to write it
got too caught up in KG's NetScript code i forgot all about it - and then fell asleep.
oki could you simply build 1 of your worlds in Quake3 format and upload it for me? I'd like to see if you know you couldn't do with some tips in your designing
another tip whist you wait for this email, which i really should get right on.
Explain to the employers your abilities, don't sound cocky in them. Your giving them the impression and the attitude within this cover letter and CV to tell then why you are the best candidate your not trying to show off to them.
i'll show you, if you were to put this in your Cover Letter
Soyuz - "I'm 27. I've been creating levels for Q3A engine pretty much full-time for the past 14 months doing around 10-14 hours a day, also used Worldcraft for about 6 months. What I'm saying here is that when it comes down to a question of "How many years experience do you have?" this wouldn't give a true picture, as I really have the same hours as someone who has done say 4 years at a few hours a day after work. - you see I'm a freelance graphic designer so have the luxury of dedicating a considerable amount of my time to learning the tools."
then i'd actually reword it slightly
"I believe that I would be a good asset to any development team creating 3D Game Worlds. Over the past 14months i have been actively building worlds for a Modification game for Return to Castle Wolfenstein game, called <a href="http://www.the-wildwest.co.uk" target="new">The Wild West</a>. I have been creating these world by learning GTKRadient and trying to bring them to life by learning about world Ambients, Level Design, Lighting and such.
I have been working 10-14hour days to make worlds which are large and life like enough to totally immerse the player into believing they are within the Wild West.
I also have around 6months experience developing within WorldCraft, and learning how to achieve certain level design aspects through both products."
More words, More information, less attitude ... thats roughly the impression that you should be trying to put over. Make them think that you WILL be a good asset
perhaps you might want to discuss exactly what you'll be making as you're sample-work
remember you should always be pandering to roughly what the company is about ... for example you go for Rare you wanna make a world suchas a Missile Silo (ala Goldeneye) or Child like platformer (ala Banjo Kazooie)
or if you go for Codemaster, making a world for a car that could drive around it
whatever you do remember to keeps a style of your own, for example i recently made a Portfolio Movie specifically for a company - where you have people in a war, only it was based far in the future rather than a mythical past
Anata aru kowagaru no watashi!