Old work from my time as a Source Engine modder and a student of Games Art at the University of Bolton.
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) |
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 |
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...) |
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 |
GraviNULL (2009-2010)
Inventive zero-gravity mine-throwing game.
Mapping, modelling, basic item animations and beta testing and some game mechanics. Engine: Source 2008 |