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About

I'm a multidisciplinary digital artist specializing in programming, level design, environment art, and sound engineering.

The Page

Unfortunately, most of my work is private or otherwise unsharable, so the list of works below will be short. If you want to see more visual content, please see the YouTube Playlists section below, or visit my LinkedIn.

I have, however, made a number of minor contributions to other public repositories in the form Pull Requests and Issues. Assuming GitHub's profile page layout hasn't been updated as of my writing, you ought to be able to see a timeline of any public contributions I've made by scrolling down below.

Past Affiliations

Eagle One • Game Programmer

I was a programmer with Eagle One, a group of developers making content for Half-Life: Alyx and s&box. At the time I was most active in the group, we were working on a symmetrical multiplayer game which still has not been released, where I was responsible for creating several systems pertaining to multiplayer play.

Notable Works

YouTube Playlists • Portfolio Work

Source Engine Mapping Teasers
Source Engine Mapping Timelapses
Source 2 Mapping Teasers
Programming Showcase (not too comprehensive)

Programming

Level Design / Mapping

    • A classic Garry's Mod map created for the popular gamemode Zombie Survival that I remastered with HDR lighting, new textures (including normal maps and self-shadowed bump maps), new specular lighting, original sound effects, etc., that I all personally made.
    • New Rooms (not in the original)

      New Room (not in the original)

      Actual Blast Doors

    • Before & After

      download_5_shrinkdownload_4_shrinkdownload_3_shrinkdownload_2_shrinkdownload_1_shrink

    • 2nd Place 🥈 prize-winning submission for the very first Half-Life: Alyx mapping competition.
    • At the time this competition began, Half-Life: Alyx's modding tools had only been released for about two weeks, and the competition was scheduled to run for just under a month (June 7th – July 5th, 2020). I had even less time to complete mine as I was leaving on a family vacation about a week and a half before the contest concluded, so I had to hand it off to a friend before it was complete so that he could give the very end of the level the finishing touches that were needed and create an abrupt but passable ending to the level, making it an acceptable submission for the contest.
    • If I were to make a similar level nowadays, I would do so much different. The level ended up as it did because of the time constraint and the fact that nobody knew anything about the tools we'd by that point had access to for only two weeks. Following Dirty Deeds, I went on to make much better solo content, but unfortunately nothing I ever released.