I specialize in game design, creating interesting and unique concepts either from original ideas or prior gameply elements. I tend to stick towards old-school game styles and keeping visual representation consistent. There's a lot of projects I've started and left in cold-storage, mostly do to my free time being sevearly limited to work on such projects, but I usually make up for it with fast production methods.

Comment History  (30 - 36 of 36)
scott_aw
scott_aw Feb 28 2011, 11:48pm says:

I love this concept, nice mash-up, I wish I still had WC3

+1 vote   mod: Warcraft vs Starcraft
scott_aw
scott_aw Feb 25 2011, 4:28am says:

Damn, this is pretty amazing.

+2 votes   article: UDK now royalty free until $50,000 in sales
scott_aw
scott_aw Feb 22 2011, 5:05pm says:

Personally I'd make those light spheres pixelated to match the rest of the game, maybe even a little yellow.

+1 vote   article: DungeonQuest: Major Bugs Solved and Enemies Really Close
scott_aw
scott_aw Feb 21 2011, 2:57am says:

I think if you use it right it could look very nice. The harsh shadows are really only realistic in an atmosphere with only a few sources of light, where as an out door lighted areas would have soft shading.

The fact that you need less point lights to light up a room is a plus in its own though.

+1 vote   article: IndirectLighting in [w]tech
scott_aw
scott_aw Feb 14 2011, 5:41pm says:

I'm getting this...

+1 vote   mod: Nehrim: At Fate's Edge
scott_aw
scott_aw Feb 12 2011, 8:39pm says:

It's a very nice engine, performed better with interaction than Oblivion does. Also I loved the Penumbra games, can't wait to see what their newest engine can do.

+3 votes   engine: HPL1
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