Welcome to my Profile Page here on ModDB. I love games, I love almost any genre and I LOVE developing stuff. I guess you could consider me to be an old skool gamer, there's just so many games I have played and you know what? It's just awesome. Hope your stay is a good one and drop me a line or two I love interacting with the community. Live life to the fullest, follow your dreams and make damn sure you have them. ;)

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS feed My Blogs


An Evolution In Detailing

Hi, it's me again. A few days ago I started to cover Contagion via my own personal dev-blog. I didn't really know what to write at the time but I did know I wanted to write about my personal experiences. The pitfalls and whatnot. Today's topic is detailing.

In this blog I'll be using a level called Aurora Estates (cx_AuroraEstates) as an example. I've learned a lot of technical stuff from working on this map but I'll refrain from any techy mumbo jumbo since I'm not writing a tutorial here. The fact that this map has been in production for over a year should give you an idea of the amount of time, work and dedication that goes into each level. Mind you that it's not the only level I've worked on. That would be insane, but I treat my levels as works of art, and as a good wine, it tastes better in time.

There are a few rules I go by when creating a level. One of them is telling a story through visuals. It's a simple rule that a lot of designers use. I constantly ask myself questions about the place that I'm are creating. What is the story behind this area? If I add a painting that's slanting on the wall I ask myself: how did this happen? For instance one of the houses in my suburbs map is chuck full of little visuals like that.

A couch has ben overturned creating a barricade between the people that where there and the zombie(s). You'll notice some bullet holes in the wall next to it. The owner of the house probably shot at a zombie and he missed? Then on the other side from where the shots would be fired there's a bunch of blood on the wall. Oh my, was that the person's blood? Did a zombie get him? Good chance that's the case.

My second Rule I use is that adding just enough detail to a map in just the right places without overdoing it. This particular rule can be very tough to implement because on one hand there's my imagination and on the other hand there's a very real limit to what I can do. I believe that detailing should be done with a good amount of thought behind it. For instance, when I add, let's say, a simple trash can I can just simply put it there and be done with it. Which is totally okay.

However, if I just put the same trash can everywhere then it looses it's appeal and it then becomes just another prop. So, after I place it I rotate the prop around it's z-axis a little so that it feels like someone put it there. In the real world, people don't really care how a trashcan is placed on the street when they put it out. They won't measure it and make sure it's on a perfect 90 degree angle. So let's say I put a second trash can in the level. I place it there and also slightly rotate it, so it also looks like it's been placed there by someone.

Fine, done, I got my two trash cans in there but wait. I'm making a zombie game right? During an outbreak no less !! There's a good chance that someone could be running away from a group of zombies trying to survive and he ran around that particular street with my trashcans and accidentally knocked one of the cans over. And there you go, I added a little story behind my simple trashcan that probably no one would ever guess, but that's ok. That happens in real life just the same.

And this brings me to my third rule. Very, very little people will actively think about their surroundings like this when they play a game. And you know what? That's totally fine. I'm merely painting a canvas here. It's my job to make them feel emersed in the game and when people are not complaining about these kinds of things it means that all these small little details combined created a strong enough atmosphere for people to get lost in. Also, there is an unspoken context to that knoecked over trash can. The player is well aware that there is a zombie apocalypse underway. They clearly understand that situations like these can easily take place and I do not need them to verbally or audibly provide them with a context, it's a given. The player concentrates on having fun and he or she emerse themself in the level without much or any effort at all because the visual design was strong enough for them not to be bothered by a lack of atmosphere. And this is one of my many responsibilities.

Next I want to show you how a good level gets better over time and why I am so gratefull of my boss that he permits me the time to go back on a map and still tweak, add and change things to make it better.

So here we have one of the earliest incarnations of the suburbs map. There's not that much detailing going on and the lighting is, well, there...

The lighting started to take shape thanks to input from the rest of the team. We all throw ideas at eachother all the time and we all thought that dusk was a good choice.

It looks okay, not really refined enough, but it's a start. Then we tried another approach. Early dusk. I worked very hard on getting a more reddish and yellow color tone to work. I liked it a lot, but we felt that it just didn't work out, not for this map at least.

So we shelved it and went on to initial idea. I worked my ass off on this one and everyone felt that this is what the map should look like. The atmosphere is great for a zombie game and it just felt right. This is how the map now looks and I'm still very proud of it.

So there you have it. A little more back story to the Aurora Estates map. I hope you enjoyed it and I'll try to come up with some more interesting topics. If you have any questions feel free to ask. Now I'll go back to work, cause i'm crazy busy with our Kickstarter project and our impending release of the game.

(originally posted on Pixlbit)

Movie roundup

Movie roundup

4 years ago by joure 0 comments
some updates.

some updates.

5 years ago by joure 1 comment
Start a group Groups
Automotive Enthusiasts

Automotive Enthusiasts

183 members Hobbies & Interests

This group is for automotive enthusiasts of all kinds.



3 members Hobbies & Interests

Devcast is a group by developers for developers where we discuss various features, mods and games while coming to the conclusion of how they were used...

Development Mod Private Group

8 members Fans & Clans

A group for all the members to discuss things that are being worked on and share ideas instead of limiting everything onto the forums which aren't doing...



13 members Developer

The Team behind 1187. Where we discuss and plan all that we need to. This is a non public group, just for the dev's and beta testers.

TeamGT - 1187PCG

TeamGT - 1187PCG

21 members Educational

The 1187 Public Comunity Group is a small sister group of TeamGT. Here We will talk a bit about the developement in general and other stuff like images...

Wireframe Development Team

Wireframe Development Team

4 members Developer & Publisher

The team behind the mod Development for half-life 2 where we get ideas and opinions of...

Post comment Comments  (70 - 78 of 78)
pupkin Feb 5 2009 says:

Aww, yea I wanted to tell ya I have you added on Steam. But, I can't map atm, so im just being online sometimes. My current name ist L4D Bill L$D
or somethin XD.

And, yea great job on 1187!

+1 vote     reply to comment
joure Creator
joure Feb 7 2009 replied:

^_^ thanks for the support man. you're welcome to chat sometime. I'm so busy myself, I usually dont have time to start chats with people, except for the team and some of my friends.

+2 votes   reply to comment
Gadjilitron Jan 18 2009 says:

The logic in me attacking that guy was that Dec told me too tbh xD

I probs wouldn't have even bothered looking at his mod if he hadn't of gone slagging Dec off for just being another Zombie Panic rip off, and saying his mods better, without even reading the information Dec had written down.

Nice work on 1187 btw, I think its looking awesome ^^

0 votes     reply to comment
Afnopo Dec 21 2008 says:

Borat approved!

+2 votes     reply to comment
Lt.SnoWolf Dec 20 2008 says:

hello you need a bigger stuff and banner stuff i dunno stuff.

+2 votes     reply to comment
SoNiS Aug 19 2008 says:

Hey man thx for helpin my friend Blood_Wraith with the icon it really helped.

+2 votes     reply to comment
joure Creator
joure Aug 20 2008 replied:

no probs man, if you need some other textures, just ask and maybe I can pull it off, i'm no pro, but i know a few things ;)
Although I have limited time to work with, I'll be happy to help when I can.

+3 votes   reply to comment
foxatphoenixlabs Jul 18 2008 says:

you need some blogs and more media, but so far you've done some nice work.

+2 votes     reply to comment
joure Creator
joure Jul 26 2008 replied:

there ya go ;)

+4 votes   reply to comment
Post a comment

You are not logged in, your comment will be anonymous unless you join the community. Or sign in with your social account:

Last Online
Oct 6 2015
Netherlands Netherlands
Become friends
Member watch
Start tracking
188 of 541,343
33,703 (1 today)
Time Online
1 month
Activity Points
15 members
Site visits
Send Message
[TZP]LoNer1 Online 27 minutes ago
neahc Online 1 hour ago
xxx.xxx.xxx Online 3 hours ago
Jokerme Online 15 hours ago
Sklarlight Online 16 hours ago
ALAA_AL-SOUDI Online 17 hours ago
D!RT Online 18 hours ago
freredarme Online 19 hours ago
dysotek Online 1 day ago
iQew Online 1 day ago