I am a Level Designer that has released a number of successful maps for the Call of Duty series, although I am also familiar with other engines such as Source, Unreal and CryENGINE. My last released project, mp_scrap, won the MODSCON08 mapping contest. I am also a capable programmer with a variety of languages including C++, AS2 and 3, Java and HTML. I recently graduated in Multimedia and Digital Entertainment Computing, where I have gained experience and knowledge in a number of useful areas. These include; Animation, Sound Editing and Production, 3D Modelling, Film Production Techniques and Special Effects, Web Development, as well as Game Design. I am always interested in the production of new and innovative games, and hope to one day secure a job in the Games Industry. I am not currently looking to become a full-time member of a Mod team due to my time constraints, but I am always willing to share my opinions, knowledge and experience to help others where I can.

Comment History
Carcass26
Carcass26 - - 8 comments @ Work begins

Those level shots are looking good TigerAce, nice details and style. Hope the mod isn't hampered by the engine limits. Good to see that there isn't to many custom textures so far. The architecture and detail does prevent the walls looking too bland.

Good karma+1 vote
Carcass26
Carcass26 - - 8 comments @ mp_shipment2

I'm afraid custom maps are only available on the PC version of the game.

Good karma+2 votes
Carcass26
Carcass26 - - 8 comments @ mp_shipment2

The default location for the map to go is usually

C:\Program Files\Activision\CoD4\usermaps\

Therefore it is not in the 'My Documents' directory.

Good karma+1 vote
Carcass26
Carcass26 - - 8 comments @ Libertarian paternalism and tool design

Good article. This approach is not dissimilar to the topic of Minimalistic design, which I recently wrote my dissertation on, specifically regarding the provision of the maximum information from the minimal amount of data.

For my report I investigated the principles of E. Tufte (Minimal Graphic Representations such as the Napoleon graphic above) and J.M. Carroll (Minimal Instruction). I used these principles to create a minimalistic interactive navigation aid for pedestrians. After testing the product against standard navigation aids, my results showed an increase in the functionality of the application without detriment to the user’s understanding or interaction.

This was achieved by providing the user with the fundamental features that would support navigation of unfamiliar surroundings. (Destination, Key Decision locations, Landmarks that promote awareness) Other extraneous details were omitted from the display so as to minimise the amount of data presented.

By considering minimalistic design theory you could create a UI that is both simplistic yet informative. Provide the user with the fundamentals at face value, which the user can then expand upon and infer their understanding/knowledge to gleam more from the software.

As you mentioned in your article, each user is unique and finding a balance of what is considered the fundamentals will differ between users depending on experience and abilities. It is apparent to me that your current design practices achieve results similar to the ones I propose, but hopefully I am offering you a different perspective to an issue some creative teams encounter without even realising. I’m pleased to see a skilled team such as yourselves considering every minute detail in your design process.

If you’re interested in minimalistic design I suggest reading Edward R. Tufte – ‘The Visual Display of Quantitative Information’ and John M. Carroll – ‘Minimalism Beyond the Nurnberg Funnel’.

Good karma+3 votes
Carcass26
Carcass26 - - 8 comments @ Why ninja rabbits?

Personally, I don't see why you should have to justify the decision, but I'm glad you have shared a bit more of your vision with us.

It is refreshing to have a team capable of critically evaluating the importance of their decisions, as well as demonstrate a broad understanding of how certain design aspects can effect even the fundamental features of their project.

With each update you release I have a growing confidence of the abilities of your team, and the success that you are sure to achieve.

Good karma+1 vote
Carcass26
Carcass26 - - 8 comments @ Dilophosaurus

Nice concise, yet detailed, information there. Sounds like a few gameplay features of the mod could be gleamed from this aswell. (having to wash the 'spit' out of your eyes in order to avoid permanent blindness?)

Was surprised to see the difference in size as well.

Good karma+2 votes
Carcass26
Carcass26 - - 8 comments @ Field Guide To Jurassic Park Fauna

Apparently they have found many remains with evidence of feathers, such as imprints or actual feather remnants, including everyones favourite Velociraptor.

Incidently, I saw an interview with Spielberg some time ago and he admitted that the Raptors in the movies were embellished slightly to create a more fearsome creature. He actually stated that the change was made because otherwise they would have literally appeared like giant turkey's like the kid jokes in the beginning of the movie. :D

The Raptors appearance in the 3rd film was altered to try and show how they may have been feathered at some time by adding the quill like structures atop their heads.

Accurate or not, the original Raptors are still the iconic bad boy's of the film and hold a fond place in my childhood memories of being terrified and in awe at the same time. :)

Good karma+3 votes
Carcass26
Carcass26 - - 8 comments @ Rigged Grant (WIP)

I would say that his fingers definitely seem disproportionate to the rest of the model, but as far as WiP's go this is looking pretty impressive. Nice work so far.

Good karma+3 votes