I got into modding/level building in a similar way to most people, because I had ideas and I wanted to feel that pride of "I made this, and people are enjoying it"
After a few months, bout a year actually, of exploring other routes, I happened to stumble one day onto an old backup disc I made, and I was inspired to reboot the mod I started, and I to finish it.
I have realized that in it's previous incarnation, it was far too ambitious for a single modder, so I have took out/left out the ideas that didn't add anything to it, and stuck with the original basic premise, with a lot of new twists.
After quite a bit of decision making, I have decided to cancel Broadwater - in favor of something less depressing.
I found the overall story and game was getting too serious, too bleak - if I wasn't enjoying making it, I don't think anybody would enjoy playing it.
Finally, I made the decision last night/this morning to scrap this project.
I have been mapping/modelling on and off for 6-7 years. I first began with RPGMaker 2000 and 2003 before moving on to 3D Gamestudio, and then finally settling on the Source engine.
Aside from actually building the game, I am also on sound duties as well as taking care of the artistic direction of the mod, and writing the story.
I love using shadows and lone lights. A lot of times, my settings are dimly lit.
A lot of times, my work tends to be dark, either visually or atmospherically. However, I try to keep it interesting, enjoyable, and thoughtful - rather than it turning into something depressing, which would not only be boring after awhile, but something I generally would not want.
I always aim to create an interesting story first and foremost. Whether it be a short story I am working on, a mod, a piece of music, or a painting/drawing. My favorite computer games, stories, movies, and music have always been the ones where you are brought into the world, as apposed to being an outsider looking in.
I like to feel something with a character in the piece, whether it be the main character or a supporting character.
I try to make my characters as realistic as possible, they have weaknesses as well as strengths, baggage - both psychologically and emotionally, they have a past, and they have things that they like and don't like.
Hopefully, you will enjoy my work.