I'm a 3D model and texture artist. I also do a little bit of everything else game wise, and have a degree in Computer Engineering with a focus on C++. I've been mostly involved in the Garry's Mod/Source Engine mod community since 2005, but I've been doing small projects for various games since 2000. Besides having a full time IT job, I do freelance work - with the hopes of becoming a full-time environment artist in the future.

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Lt_Commander
Lt_Commander Oct 24 2013 replied:

It'll be in the steam release of Obsidian Conflict, and yes, we are still working on it.

+2 votes   member: Lt_Commander
Lt_Commander
Lt_Commander Sep 26 2012 replied:

It depends on performance and the ability to implement something close to a good effect.
As it is, the render screen being used for the scope is quite expensive, resources speaking. Adding a post processing effect to that may put most computers under our targeted performance levels.

+5 votes   media: OICW Final
Lt_Commander
Lt_Commander Jul 16 2010 says:

Great update as usual, but I'm not too keen about the locked in window mode. There's just way too much too small text for a 15" 1680x1050 screen.

+1 vote   news: Star Trek Armada II: Fleet Operations 3.1.3 released
Lt_Commander
Lt_Commander Jun 30 2010 says:

Simply incredible work on the caves.

+1 vote   mod: Dear Esther
Lt_Commander
Lt_Commander Feb 9 2010 says:

Good work, high quality mod. It's rare when you get this level of scripted sequences. There were some minor bugs revolving around a couple of them, but nothing that took me out of the moment. Overall, great work.

+1 vote   mod: Human Error
Lt_Commander
Lt_Commander Jun 20 2009 says:

Just out of curiosity, is all the lighting going to be dynamic, or just a portion? Are you implementing dynamic lighting as a specific entity in hammer, or is a global change, or something else?

+1 vote   mod: City 17: Episode One
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