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I am a Senior developer for the "Guard Duty" and "Operation: Black Mesa" mod teams. I joined Guard Duty in June of 2010 and OBM in July of 2011. My main focus and skill set lies with Level Design, though I also create world textures and 3D props as well. I have been Source mapping since 2006 and have been creating textures for nearly just as long. My skillset with 3D modeling has been gaining ground since May 2011. Level Design, and video games in general, are truly a great passion of mine. I am always striving to learn more and become the best artist I can be, so that one day I can achieve a career doing what I love.

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Report RSS Vicarious Reality (view original)
Vicarious Reality
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CrikeyMate
CrikeyMate

Amazing, as expected from you. If it's okay to ask, what is your ritual when it comes to mapping? (How you layout, texture, etc.)
Do you just dive right in or do everything at once or..?

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EvilGoodGuy Author
EvilGoodGuy

Thanks CrikeyMate :)
Generally I start with a small section of a map and create the basic brushwork, while only using a handful of textures. I try to focus on making my brush sizes appropriate for the area and keeping the textures aligned properly from the very beginning, then after I get the theme of the area down pretty well, I'll start working on the rest of the map - adding more textures, props, etc. Generally I go room by room.

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CrikeyMate
CrikeyMate

Neat

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Description

A WIP screenshot from the Operation Black Mesa chapter: Vicarious Reality. Screenshot taken from my Level Design Blog: Moddb.com

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