Name: Alex Voysey
Goals: To work as a level designer / character modeller / sound artist.
Tools used: Valve Hammer Editor, Milkshape 3D, Goldwave, Photoshop.
Skills: Level design & creation; Modelling, UV mapping, phototexturing; Capturing & mixing audio. Currently planning to refine my skills with Photoshop, and to learn how to use 3DSMax.
For Hire (Source Engine). Mapper / Modeller / Contributing foley artist.
The goal for these maps has been to create environments stretching from rural California towards suburbia. I have been working hard to create realistic optimized open terrain environments, within the constraints of a BSP engine.
Additionally I have been working on various models for this mod, and contributing numerous sound effects.
Below is an example of a character model which I UV mapped, then hand painted from scratch in Photoshop:
ZM_Saxon (Source Engine). Mapper / sound effects.
This was a map made for Counter Strike Source Zombie Mode, and was carefully designed with balance in mind so that neither team would dominate the other.
The map is set in a multi-storey car park, and has plenty of pathways to enable opposing teams to outflank (or escape from) each other.
I also embedded a complete set gun reloading sounds, which I had made myself (but previously not released).
ZM_Dustpanic (Source Engine). Mapper.
This is a map which I made within the space of a week. Originally based upon the layout of a map called "Lilapanic", my design made considerable changes to the layout, and to the theme.
With regards to the theme, I wanted to see if I could produce a map which matched the visual style and quality of the official Counter-Strike map de_dust.
Heart of Evil: Napalm Edition (Half-Life 1 Engine). Mapper / Modeller / contributing Foley artist.
I worked on this Half-Life 1 mod quite a while ago now, as a mapper and modeller.
It has a very stylized look (particularly since I didn't really research real world environments).
Most of the layouts were originally designed by Nathan Ruck, whose layouts I roughly followed when making the maps for this mod (though some maps were entirely my own design). When re-designing the maps, I sought the opinions of other players to guide the design of these maps.
I also worked on various NPC models: making the webbing for soldiers, and the head of every character in the game.
Gloved Hand. Model built and uv-mapped using Milkshape 3D.
http://www.fpsbanana.com/models/1683http://dog.fpsbanana.com/ss/models/1683a.jpgThis was a model based on the look of the old Counter-Strike 1.6 hands. I wanted to see if I could redesign those hands as a high poly model, whilst using the original low resolution textures.
Grenade Launcher. Model built and uv-mapped using Milkshape 3D. Textured in Photoshop.
http://media.moddb.com/images/members/1 ... inashd.pngThis was the first model I made from scratch - and was a complicated one to build. Working on this model taught me how to model, uv map, and assign smoothing groups appropriately.
I have produced and released quite a few independent soundpacks, each of which quickly demonstrate my abilities as a sound designer.
Modern Weaponry soundpack - http://www.fpsbanana.com/sounds/9081World War 2 weapon soundpack - http://www.fpsbanana.com/sounds/9316Mauser rifle soundpack - http://www.fpsbanana.com/sounds/9313Counter Strike Source default audio remixed - http://www.fpsbanana.com/sounds/8854P90 submachine gun - http://www.fpsbanana.com/sounds/6131
My portfolio http://alexvoysey.blogspot.com/My FPSBanana profile http://www.fpsbanana.com/members/147058My MODDB profile http://www.moddb.com/members/saxonswine
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