Friday, January 1, 2010

megan's kite

Small exercises in learning to use my brand-spanking new Intuos4. Here is my friend Megan flying a kite (referenced off a photo by Mr. Reck-ten-man.)

Friday, November 20, 2009


The Force Unleashed: Ultimate Sith Edition was released at on November 3rd and if you haven't bought it yet, you're making a grave error. This was actually my first released title ever, and so here are a few shots of the regions I built/helped build:

Wednesday, August 5, 2009

ultimate sith edition

But don't watch it all tiny-like on my little page. Double-click it, and watch it in glorious HD.

Also, more L4D map screenshots!

Friday, June 19, 2009

pit stop

A few work in progress shots of the Left 4 Dead map I've been noodling around with. I've got the lighting and the color correction look I want pretty much nailed, so now, I mean, I guess I just gotta build like... a level with it.

More to come, plus the WIP .bsp is available on the right.

Saturday, March 21, 2009

previous source work

A few shots of previous Source Engine projects I've worked on over the past few years.

Thursday, March 12, 2009

urban polyptych

The outcome of my Studio 2 class at Savannah College of Art and Design. Click for (ridiculously) hi-res.

Also available in motion. (QuickTime or YouTube)

Wednesday, March 11, 2009


Hey, also. While I'm setting things up, lemme bring this one to your attention.

As well as sticking artwork up on this doohickey of sorts, I also intend to put up some of my side level design work as well. Every so often, when the moon is just right and the stars are aligned, I like to crack open Valve's Hammer Editor or maybe Sandbox for CryEngine 2 and doodle out maps and levels and environments for my own purposes and completely not for a paycheck. I've been doing it for years, since the original Half-Life first came out, and it has yet to stop being fun.

So, I'm supplying the current compiled version of the map for mass consumption under the link you see to the right (under "map in progress" ya turkey.) Every time I compile a new version of the map, no matter how negligible the changes, I will upload it to my webspace and you will be able to download it and play it.

I think we have a lot to gain, both you and I, from this arrangement. By testing the level far early on in the process, I can take your feedback into consideration and make changes quickly and iteratively (which will help me tremendously.) In return, you gain my friendship and an understanding of level editor fundamentals, if you're into that sort of thing.

Everyone wins.