dregs level design

 

Lift Pad and Self-Illuminated Stairs for DM-Absolute (Steve Keene)
 
 
copyright 2008 Spittin' Image Productions
 
 
....September 26th, 2008

I just got some schwag in the mail today from Liquid Development. Score!

....April 4th, 2008

I uploaded a new Material Tutorial for the Unreal 3 Engine tonight.

....October 12th, 2007

It's official. I totally suck at keeping any form of a web site. So - what's been going on... Work with Liquid Development still keeps me extremely busy nearly 7 days a week. Since the last post 18 months ago (gah, embarrasing), I've worked on Mass Effect (Bioware), Aliens (Gearbox), Rock Band (Harmonix), Warmonger (NetDevil) Damnation (Blue Omega) and other game projects that have not been released to public knowledge yet. I also sneeked in some time to help out with a few UCMP3 and UCMP4 map assets too. I wonder if I'm OCD? Prob not since I can't keep this site up to date. LCD is more like it (Lazy Cronic Disorder).

....April 29th, 2006

It's been awhile since my last post. Work with Liquid Development has kept me extremely busy nearly 7 days a week. It's been a wonderful learning experience so far as I have worked on 3 UE3 game projects to date and even more games are still coming! I'm still able to help out with a few UCMP3 maps which are to be released shortly. Back in January, I accepted the offer to speak at DGXPO this June, so this weekend I have been busy assembling handouts and presentation materials. It'll take awhile to complete, but I'm focused for my topic "Materials Workflow for Next Generation Games". This is yet another episode of my life's chapter in "Scared to Death and Excited at the Same Time".

....November 9th, 2005

Today I am "offically" on board as a contract 3D Artist with Liquid Development. All other projects are back burner now as I pursue this work using the new Unreal Engine 3. Guess who's pretty excited? =o)


....October 1st, 2005

UCMP2 has finally been released. My involvement has strictly been utilized as a texture artist and consultation with other mappers in showing them how to make their own textures. The above shot are concrete steps I made for CTF-UCMP2-Orcus by Paul 'ZiO' Peccia where I used self-illumination masks to suggest lighting on the steps.

....September 3rd, 2005

UCMP is quite busy as we attempting to finalize Betas for a Fall release. Public release date not announced yet, but teasers will probably be up in a month or so.. we'll see how things go. In the mean time, I added several more samples of textures for the Scornforge Project.

....July 29th, 2005

Arcadia Vincennes has strongly suggested that I update this site prior to the release of the tutorials and texture pack data. So many other things I'd rather be doing (grrr). Anyhow, a lot of texturing is still being done for the Scornforge Project (54 to date not including all the combiners/shaders). That being said, the above pic is the latest texture add(s) to the Scornforge Project.

....July 15th, 2005

I made a Self-Illumination Mask tutorial for the UCMP team. I decided to go ahead and release it public as well. Other tutorials to follow (time permitting).

....July 2nd, 2005

Back into the swing of things once again. Here's a pic of one of the new Wall Trims.

....June 27th, 2005

DGXPO was a nice break from work. The Wild Bill Stealey session was very interesting to me that covered nearly 25 years of his gaming experiences. Highlight IMO was Tim Sweeney and the real time UT2007 demonstration. Comparable to what we saw, here's source of a few videos:

Unreal 3 engine demo footage (Available in low and high resolutions)

Unreal Tournament 2007 footage (Available in low and high resolutions)

Click image to watch, but to d/l requires IGN Subscription!

The training was pretty good too. Only disappointment was older versions of software were used for classes: 3DS max 5 and UnrealEngine2 Runtime software. All content I brought for help to ask questions over couldn't be accessed. =o\

....June 19th, 2005

I have now decided to take the Scornforge Project to a snow theme, so all textures will need to be focused in that direction.

....June 3rd, 2005

The initial build of CTF-Scornforge (one of my favorite stock Q3A Team Arena maps) in 3DS max is complete. My plan is to create and use my own original textures throughout for this project.


 
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Last updated April 4, 2008

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