I started working on level design with Unreal Tournament 2004 in 2007. I created custom levels for fast paced multiplayer matches using increased movement and physics. I ventured out into custom texturing with characters, modeling, and coding new weapons. I later took two years of Java, I can understand many other languages easily as well now. Though I tried working with many of the design fields, I preferred level design. I currently am currently working to expand my experience and to refine my skills. Though I may be artistic when it comes to level design, I am still very logical, and a strong problem solver. I enjoy working in a team with others, but also am a strong self motivator. Being a student developer can be difficult some times but it really comes down to prioritizing and time management. I am currently woking on Siege of Inaolia, you should give it a look!

Comment History  (0 - 30 of 47)
ShiftedDesign
ShiftedDesign @ [DLG] No Heroes - Massive Destruction Teaser 3

My only concern is that you have the animation bend a little too soon and you can see the bend in the tower before it lays on the shipping container. Beyond that it looks good!

Good karma+4 votes
ShiftedDesign
ShiftedDesign @ The Island

It's nice but there is too much of the same shade of green, though plants naturally are green they aren't all the same shade. So this looks a little odd...

Otherwise good progress!

Good karma+4 votes
ShiftedDesign
ShiftedDesign @ The All New Kyle Rogers and Re-visiting Some Classics!

Alright, I know the comments so far have yet to be helpful but let me shed some light on this. The face is a little of on proportions and here is an image to show what I mean:
Moddb.com

The face on the right has the alterations listed below:
1. The eyebrows are very large for his face, especially if he is to be a heroic character. I scaled them down a but and shaved off some of the curvature.
2. His eyes were too far apart, I moved the left eye in more (due to angle) and this caused a dramatic change. In the first one he almost looks like he has a bum eye, they appear to go off in different directions.
3. I trimmed his nose, again this is based on a heroic standpoint but a heroic character will have a smaller more angular nose and features. (That chiseled look)
4. Elongated the mouth. He looks like he is trying to kiss someone, the edges of your mouth should meet up with the side of your iris if you are looking straight.
5. I added some shading around the nose to define the actual angle of it.

If you have any other questions please feel free to PM me.

Good karma+1 vote
ShiftedDesign
ShiftedDesign @ Infiltration Zero: Updates /Announcements /Videos

My only concern is the flares, especially on the door light and the, I'm assuming wall light, (0:20 in the tablet video), they kind of blow out, and if you are going to use flairs maybe tone them down a little. Beyond that I think it looks really good, congrats!

Good karma+3 votes
ShiftedDesign
ShiftedDesign @ Major Update #1 - Siege of Inaolia on Greenlight!

Actually Aaron, your link to Greenlight is dead.

Good karma+1 vote
ShiftedDesign
ShiftedDesign @ Fast Travel : A Speedrun Journey

Looks good, but one thing that I found very frustrating is that if you are pushing the down key before you are on a platform it doesn't go into the slide. This made it really hard to determine if you were actually pressing the key in the split second that you had to push it.

Good karma+2 votes
ShiftedDesign
ShiftedDesign @ Siege of Inaolia - Wallpaper #1 Size Set

I could add some post process effects but this was taken right from the game, and there is a glutton fireball between the ravager and Duncan but the one on the left is about to fire. As for the box, I'm not sure why happened there, they are K-Actors meaning they interact with the world and should fall according to gravity at the start of the map. I guess I'll have to go check that back out.

Good karma+1 vote
ShiftedDesign
ShiftedDesign @ Siege of Inaolia - Wallpaper #1 Size Set

I went a head and threw something together. Unfortunately we aren't using our old Orc models and we are waiting on new ones so enjoy a fight with some Ravagers and Gluttons! (These have yet to be released ;D )
Ianowen.net
or
Ianowen.net

If you want other sizes let me know.

Good karma+1 vote
ShiftedDesign
ShiftedDesign @ Project Stealth

Actually, I applied a while ago, as a level designer, I was turned down. Thanks for the offer though.

Good karma+4 votes
ShiftedDesign
ShiftedDesign @ Project Stealth

This is honestly kind of sad, you guys haven't really put out any new updates to your game in years, a lot of your stuff looks like it did back in 2009.

You would think for a game that has been in "development" for 7 years would have more to show.

Good karma+2 votes
ShiftedDesign
ShiftedDesign @ Work-in-progress gameplay footage

Make sure your triggers aren't "aim to interact", this is a common mistake.

Good karma+1 vote
ShiftedDesign
ShiftedDesign @ Trees and Grass

I would love to give some critics but there isn't enough screenshots to give one for, the best would be to create a video moving through the area to get a good looks at it all.

Good karma+7 votes
ShiftedDesign
ShiftedDesign @ Fatal Velocity

Why is this being released with maps that have no textures?
Is that because you don't have any level designers?

If need be I might be able to design a level for you.

Good karma+1 vote
ShiftedDesign
ShiftedDesign @ Renders/Screenshots - Watchtower

Well, we probably aren't the best people to answer that question, but if you were using Maya, you would select all the faces on the outside, the brick going around, and use a Cylindrical Unwrap to get the UV correct.

There are several tutorials online if you need help. Here is a really good one for Spheres using Blender: En.wikibooks.org

Good karma+1 vote
ShiftedDesign
ShiftedDesign @ Renders/Screenshots

I believe the modelers use Autodesk 3DS Max

Good karma+3 votes
ShiftedDesign
ShiftedDesign @ Personal Work

This style is awesome btw.

Good karma+1 vote
ShiftedDesign
ShiftedDesign @ Oil Rig

Interesting, is that suppose to be the main size of the base?

If so it is too small, find some reference images, Oil rigs are much larger than that.

Good karma+1 vote
ShiftedDesign
ShiftedDesign @ Some examples

Your textures are too similar for the floor/walls/pipes, change the color of atleast one, as for the pipes what do they look like they are made out of stone? Shouldn't they be smooth metal pipes?

Good karma+1 vote
ShiftedDesign
ShiftedDesign @ Renders/Screenshots

Yeah, it was a temporary holder while I worked on the surrounding areas..

It will be removed in one of the following updates

Good karma+1 vote
ShiftedDesign
ShiftedDesign @ Renders/Screenshots

I think he meant the lava?

Good karma+1 vote
ShiftedDesign
ShiftedDesign @ July Content Update

Cool stuff, not a huge fan of your announcer, he sounds like a human badly posing as a robot. Either go all human or all robot don't do both.

Example, your speech is too irregular, your speed in saying specific words is different and the timing between words/sentences is different.

Good karma+2 votes
ShiftedDesign
ShiftedDesign @ ShiftedDesign

So, I see, when is this date exactly?

Good karma+1 vote
ShiftedDesign
ShiftedDesign @ Recruits - Alpha Teaser Trailer

I like how he makes this comment and he has yet to actually produce any work himself...

Why not be supportive of peoples' projects?

But great work, I know Jason and his friend have put a lot of work into this.

Good karma+3 votes
ShiftedDesign
ShiftedDesign @ Renders/Screenshots

The blade was crafted in the molten forge below Inferno, the distinct black blade is the key marking of the Inferno's Obsidian deposits.
The glowing orange rim is the ever heated element, Ignis, which holds its form as well as any steel. This special element combined with magic, holds its heat indefinitely, thus allowing the burning blade to easily slash through the toughest of enemies.

Yeah, good enough? lol

Good karma+1 vote
ShiftedDesign
ShiftedDesign @ ShiftedDesign

Thanks man!
I would comment on your work but you are set to private lol

Good karma+2 votes
ShiftedDesign
ShiftedDesign @ Renders/Screenshots

This was designed for the first 200 watchers, but by the time of posting we have 202, so... I guess for our first 202 watchers.

We plan on rewarding our followers more later on as well!

Good karma+1 vote
ShiftedDesign
ShiftedDesign @ Wanted: Map Name

Cunis Vitae "Cradle of Life"

Good karma+2 votes
ShiftedDesign
ShiftedDesign @ Share your ideas!!!!!!

Lol did you notice I pretty much posted on atleast 4 peoples threads telling them this?

Good karma+1 vote
ShiftedDesign
ShiftedDesign @ Landscape

Looks awesome man!
Keep it up!

Good karma+1 vote
ShiftedDesign
ShiftedDesign @ UDK Island

Sorry for the late response, Tiling is always an issue with terrain but normally you have to view it from the ground, tiling is much less noticeable at ground level.

Normally you could break up tiling with grass rocks trees mud ect.

Good karma+2 votes
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