User:PiMuRho: Difference between revisions

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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!]

Revision as of 23:23, 20 September 2006

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

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!