Christopher Jones, Games Development
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Old work from my time as a Source Engine modder and a student of Games Art at the University of Bolton.

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Vehicle Modelling Showcase (2012)

Video and interactive model viewer
'Create a Post-Apocalyptic Vehicle' - University Assignment.

Engine: Unity4
Tools: Wings3d and Blender, Photoshop CS4, Mudbox 2011

Custom specular shader included (added support for texture-based specular colour and gloss)
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No More Room In Hell (2012)

Prop models created for the No More Room In Hell project.

More to come.

Engine: Source 2009
Tools: Photoshop CS4, Mudbox 2011, 3ds Max 2011
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(Bed and X-Ray machine)
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(Medical Dummies)
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(Edits of the stock Half-Life 2 citizens into the zombie NPCs)

Nightmare House 2 (2008 - 2010)

Second place ModDB Player's Choice Game of the Year Awards, 2010
(nominated for Editor's Choice Best Singleplayer Game, Mod of the Year 2010)
GameIS 2010 Award for Best Download/Retail Game

Prop modelling, modification of existing stock content (both model and texture), rigging, npc creation, some beta testing.

Zombies were built using the existing stock Half-Life characters as a base for editing. They use a modular system to allow for randomisation and similar effects (ie headshots), and includes 'split' versions (ie torsos and legs). This required re-rigging, considerable modelling and texture editing and quite a few amusing mishaps along the way.

Engine: Source 2008

Tools used: Photoshop, Wings3D, 3dsMax, Mudbox and a variety of fan-created model decompilers (whichever would work at the time...)
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(Hospital prop set - red seats and corkboard are stock content)
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(the 'Daemons', created entirely from scratch)
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Victorian Train Mini-Level (2011)

University Year 2 Assignment; Unreal Development Kit

Engine: UDK September 2009
Software used: 3ds Max, Photoshop CS4
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JB_KOTH_Thrones. Mix of stock and custom content. First ever JB_KOTH map.
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'Hotel Atlantis' set; entirely custom content

Jailbreak: Source (2008-2010)

Beta-tester.
Developed some unofficial maps / content. Lead the 'Custom Maps Testing Nights'
Built the King Of The Hill Mode entity system

Engine: Source 2005/8

Tools used: Photoshop, 3dsMax, Hammer, Mudbox
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JB_KOTH_Shrinehold. Stock content.
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GraviNULL (2009-2010)

Inventive zero-gravity mine-throwing game.

Mapping, modelling, basic item animations and beta testing and some game mechanics.

Engine: Source 2008
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