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.

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First Terra map complete, basicly
Orbital Contract Defense

First Terra map complete, basicly

Orbital Contract Defense 0 comments

level design completed for the first terra map, aside from some touch ups and minor details.

Shipping on...
Orbital Contract Defense

Shipping on...

Orbital Contract Defense 2 comments

Development updates and progress thus far. Using Autokey to solve missing Numpad issue and resorting to some old editing methods...

First world progress
Orbital Contract Defense

First world progress

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First two maps are nearing completion with additional models and some updated artwork.

Delays and progress
Orbital Contract Defense

Delays and progress

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Well the last two months were uneventful as I've begun working a new job recently that combines late nights with travel.

Tool time
Orbital Contract Defense

Tool time

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Designing a tool suite for the game and general Duke3d modding.

Redesign and Additional effects
Orbital Contract Defense

Redesign and Additional effects

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Progress of recreating the first two maps is underway, the Solista Space Station and the Cargo Depot on the Planet Terra.

Restructuring Time
Orbital Contract Defense

Restructuring Time

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Time to restructure. I will be making new original ART files, thus maps are going to be scrapped and outdated.

NPC dialogs and more voxels
Orbital Contract Defense

NPC dialogs and more voxels

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With NPC dialog code started, and more voxel models created, progress is picking up steam.

Rebuilding art files, adding new textures
Orbital Contract Defense

Rebuilding art files, adding new textures

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Using Editart to create new replacement art files, and other details regarding packaging.

Back from 'vacation'
Orbital Contract Defense

Back from 'vacation'

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I took a little time off from working on this, but now I'm back to it. Also a recent change in the EDuke32 engine dev now allows for Lua scripts to be...

Blasting Enemy Ships
Orbital Contract Defense

Blasting Enemy Ships

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First round of enemy aerial combat testing, and upcoming mini-boss work.

Simple Store system
Orbital Contract Defense

Simple Store system

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Recoding items so their hi-values represent their purchase cost.

Vandalism and Murder, fines and punishment.
Orbital Contract Defense

Vandalism and Murder, fines and punishment.

Orbital Contract Defense 4 comments

While a lot of objects in the game can be destroyed, some of them are considered owned and you'll be charged for damaging/destroying property. Likewise...

Flyby Highway Test
Orbital Contract Defense

Flyby Highway Test

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Testing flybys of enemy ships launching new model versions of rockets.

Fire and Blast marks
Orbital Contract Defense

Fire and Blast marks

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Some additional effects and sprite replacements. Featuring an original fire sprite animation.

Get aboard the voxel train...
Orbital Contract Defense

Get aboard the voxel train...

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Demonstrating using a voxel model as a shell to Duke3d's subway train system.

Southern zone, Terra construction
Orbital Contract Defense

Southern zone, Terra construction

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Displaying the southern flooded city features, terra's possible map total and other small changes.

Two maps near finished.
Orbital Contract Defense

Two maps near finished.

Orbital Contract Defense 0 comments

First two maps of the game are in the final phases of completion, additional map and objects...

Release, project canceled
Duke Nukem 3D

Release, project canceled

Black Shadow 0 comments

II canceled the project to work on something else, so here's where you can get the game resources.

Current state of being
Orbital Contract Defense

Current state of being

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Details on whats been done, whats to do, and other such developing related stuff.

NPC progress and next tasks
Black Shadow 3D

NPC progress and next tasks

Black Shadow 3D 0 comments

NPC movement code has some work done, planning pottery and barrel destructible containers.

Combat Progress, getting there.
Black Shadow 3D

Combat Progress, getting there.

Black Shadow 3D 2 comments

Updates on current progress in combat coding and graphics.

Progress thus far.
Black Shadow 3D

Progress thus far.

Black Shadow 3D 0 comments

A list of current features completed or started as well as what is next in development.

Current status, new visions
Black Shadow 3D

Current status, new visions

Black Shadow 3D 0 comments

Different engine, some things are now back to square one, except resources.

Moving to a new engine
Duke Nukem 3D

Moving to a new engine

Black Shadow 0 comments

Switching from Duke3d's engine to Evaldraw, now will be more of a Game than a Mod.

Cannons.
Duke Nukem 3D

Cannons.

Black Shadow 0 comments

Dodging the Baron's notorious cannon setup along his Keep.

Possible 32bit support with Polymost
Duke Nukem 3D

Possible 32bit support with Polymost

Black Shadow 0 comments

With a new system I'm better able to test 32bit mode in Eduke32 using Polymost, the advanced render made by Ken Silverman. Polymer doesn't convert voxels...

Progress Update, maps and graphics
Duke Nukem 3D

Progress Update, maps and graphics

Black Shadow 0 comments

Reflective river water, replaced water fall graphic and some other changes.

Black Shadow dev. details
Duke Nukem 3D

Black Shadow dev. details

Black Shadow 0 comments

Details on what is planned, whats done, who is involved and what not.

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