MODDING: - Modding since 2003 including Quake, Q2, HL, HL2. Singleplayer mapping, character skins and level textures - 3D Modeling since 2003 including Lightworks, 3ds max, Blender, mostly organic (character/vegetation) modeling and furniture - Photoshop experience since 2003 and still use it every day in my work - ModDB activity since 2006 PROGRAMMING: - C basics (Visual basic, various applications from mIRC scripts to algorithmic architecture, including some simple HL2 code editing) - python basics including Ubuntu scripting and Blender GE scripts (mouseaim, dynamic WoW-style camera, turn-based combat, etc) MUSIC: - playing and performing piano/keyboards, guitar and drums - digital music composing using e.g. Guitar Pro, Fruity Loops GAME PROTOTYPES BY ME (unreleased): - 3D Lolo-type puzzle game with horror theme - 3D Co-op RPG with turn-based combat on BGE OTHER LIFE: - Student of architecture since 2007 - Architect works since 2011 - Beautiful baby girl and wife :)

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Considering starting a blog about modding

shadowflar3 Blog

For quite some time I have wanted to start a blog on HL2 modding. I have plenty of experience but you won't find any released mods by me, because my projects never passed the threshold of having chances to release. I still want to show what I have learned through the years. Maybe it would be best to release a series of tutorials but I like ModDB as a forum for exchange of modders' information.

Maybe I'll give it a try with mod planning basics and then move on to mapping and modeling. I'd like to use images but they take so much time to do I have to consider whether I'm willing to do it at all or not.

In the mean time, check out my comments section for a preview of what I know.