User:PiMuRho: Difference between revisions
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Lead designer, mapper and modeller on an unannounced project | Lead designer, mapper and modeller on an unannounced project | ||
[http://www.dirigible-games.com/diary My Development Diary] | [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. | Making a game as a near-solo effort is a nightmarish amount of work - trust me on this. | ||
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I love entity I/O. There's nothing better than successfully pulling off a particularly complex system. | 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 | 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.