User:Hipshot: Difference between revisions
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| align=left | I keep a homepage at [http://www.zfight.com zFIGHT.com] I can also be found in the mapping forums at [http://www.hl2world.com HL2World]. | | align=left | I keep a homepage at [http://www.zfight.com zFIGHT.com] I can also be found in the mapping forums at [http://www.hl2world.com HL2World]. | ||
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:- Works for [http://global.dice.se/ Digital Illusions Creative Entertainment] ''(DICE)'' as a '''Environmental Artist'''. On a yet unannounced game. | |||
Experienced level designer who worked most with the Quake III Engine and Quake III Arena. Really likes good looking levels and when I map, I tend to go more that way then against good game play. | Experienced level designer who worked most with the Quake III Engine and Quake III Arena. Really likes good looking levels and when I map, I tend to go more that way then against good game play. | ||
Revision as of 13:16, 8 February 2006
| HIPSHOT | |
| http://www.zfight.com/wiki/images/calvin-hobbes-boinc.gif | |
| Name: | Jochum Skoglund |
| Location: | Stockholm, Sweden |
| Consider myself: | Level Designer, Texture Artist, Gamer. |
| Since: | mid-Quake. |
| Creation and development | |
| Maps: | A lot; numerous Quake3 themes and demo maps, only 4 real playable maps though. |
| Engine/ Game/ Mod: | Prefere working with Quake engine-alike games. Working with the Source Engine now and Counter-Strike - Source |
| Misc: | Decent at drawing, skilled with photoshop, good at making textures and environment maps for games. |
| Other | |
| Misc: | I keep a homepage at zFIGHT.com I can also be found in the mapping forums at HL2World. |
- - Works for Digital Illusions Creative Entertainment (DICE) as a Environmental Artist. On a yet unannounced game.
Experienced level designer who worked most with the Quake III Engine and Quake III Arena. Really likes good looking levels and when I map, I tend to go more that way then against good game play.
Major contributions here:
Current projects. | |||||
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Complete maps. | |||||
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Misc maps. | |||||
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Texturing. | |||||
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