User:PiMuRho: Difference between revisions

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Freelance level designer - currently working on [[Zombie_Master]] and some....other stuff.
Lead designer, mapper and modeller on an unannounced project
[http://www.dirigible-games.com/diary My Development Diary]
 
[http://www.dirigible-games.com/diary/?p=15 Open letter to Valve about Source tools]
 
Making a game as a near-solo effort is a nightmarish amount of work - trust me on this.
 
Level designer for [[Zombie_master|Zombie Master]]
 
I love entity I/O. There's nothing better than successfully pulling off a particularly complex system.
Of course, a visual system like UE3's [http://www.unrealtechnology.com/html/technology/ue30.shtml UnrealKismet] would help immeasurably
 
 
[http://www.dirigible-games.com/diary/?p=11 Explosive decompression on Source? Bodies being sucked out into space? Why, certainly!]
 
[http://www.dirigible-games.com/diary/?p=12 More decompression? Unfeasible!] Actually all part of our cunning and wonderful Environmental Control System.

Latest revision as of 03:00, 23 January 2008

Lead designer, mapper and modeller on an unannounced project My Development Diary

Open letter to Valve about Source tools

Making a game as a near-solo effort is a nightmarish amount of work - trust me on this.

Level designer for Zombie Master

I love entity I/O. There's nothing better than successfully pulling off a particularly complex system. Of course, a visual system like UE3's UnrealKismet would help immeasurably


Explosive decompression on Source? Bodies being sucked out into space? Why, certainly!

More decompression? Unfeasible! Actually all part of our cunning and wonderful Environmental Control System.