Hi 3RDworld, I'm Ahmoud "vcool" Basri. I'm 23 years old and I've been mapping for the last 6 years. I am highly skilled with Valve's Hammer World Editor, Autodesk's 3ds MAX, Pixologic's zBrush and Adobe's Photoshop, as well as Propellerhead's Reason and Audacity. I find your proposal very interesting and I would very much like to contribute to your project. Here are a few examples of my work with some comments.
This piece is very special for me. The idea came to me when I was dumped by my girlfriend of 3 years. The single standing piece of wall is a metaphor for the illusion of our relationship's stability when in reality it has broken down a long time ago. The open door is my acceptance and my readiness for something new in my life. The smoldering apartment ruins symbolize the emotional ruin I was in, however, the bright sun is that glimpse of hope and new beginnings every man experiences after an emotional breakdown.

This is one of my favourites. What seems to be a rather simple arrangement of geometry and models is in fact a intricate tapestry of metaphors and my past experiences in life. The lighting and atmosphere was heavily inspired by Frank Herbert's works that I happened to read in my pubescent age, while thematically the visible feel of oppression is a specifically calculated focus of the poignant theses by the likes of Nietzsche and Engels. Meanwhile the phallic centerpiece would make Freud proud of his legacy.

There are some genetically inherited traits in a lot of nationalities that seem to predate the oldest texts, yet are still unbelievably strong in our modern world. Sharing middle eastern ancestry, throughout my entire life I was pulled to a nomadic way of life much like the Bedouins of old. This unbearable longing for a trek to the end of the world filled my soul with a constant feeling of dissatisfaction, some of which I have attempted to vent through my works. This piece in particular is a shining example of my soul - traveling through the universe in order to find answers, always with someone but forever alone.

Apart from mapping I have also done a fair share of modeling and concept art, some of which I invite you to look at below.
The following pieces made in zBrush are only a sample of my work. Drawing from the great masters of old such as Michelangelo and Bernini, I have tried to capture the living anatomy in impeccable detail, creating living, breathing pieces that will surely not leave anyone indifferent. I must say, however, that I have always found modeling to be more "objective" than level design. That is to say, whereas level design is a mirror of the author's soul, if you will, sculptures are merely projections of the author's imagination. They do not possess the depth that well crafted levels do. Though it may sound like I am trivializing the art of sculpture, do not rush to such rash conclusions. I am merely saying that the two arts are simply different. That is enough rambling, however, so without further ado let us witness these beauties.



(This piece deserves a special mention, for I have contacted Gabe and received his permission to create a hero in his image. The concept art for it is below.)

As I have already mentioned, I do concept art as well. To me, however, concept art is simply functional, for there are greater ways to create works that may be called "art".
As I have promised, this is the concept art for "Steam Gabe - the hero we need but do not deserve"

This sketch was made for Polycount's "End Game" challenge. Unfortunately, due to circumstances outside of my control, I was unable to bring this new look at the famous Tetris game to life.

Some other pieces, in no particular order:

This was a concept for the stillborn mod Pipe Dream (though I truly loathe to be pointing fingers, it was Zipfinator's fault):

Some character design:

Something that perhaps relates to my level piece set in space:

I have also done musical pieces for various mods and levels, however, this is just a hobby of mine and I do not consider myself a great composer. I am merely an amoeba standing on the shoulders of such giants as Mozart and Shostakovich. Most of my compositions have a distinct industrial tone, following in the footsteps of Kelly Bailey and his amazing score for Half-Life 2, though I tend to borrow elements from more mainstream modern musicians like Steve Ellison and Tim Hecker. Some of my personal favourites are below.
This track in particular is one of my earliest releases. It is the culmination of a month of work, during which I have considered abandoning the project multiple times. I am not, however, a quitter and with the strength of my resolve I persevered to the very end.
When I have shown
this rather experimental piece to the public, a good friend of mine commented, jokingly of course, that I am the next Flying Lotus. Though perhaps his comment was a tad too optimistic, I will let the music speak for itself.
Done on a request from a fellow Interloper,
this is a slight caricature of Aaron Priceman of Ubisoft based on his rather humorous performance on the 2011 E3. It instantly became a crowd favourite.
Last but not least, to show the true breadth of my musical horizon,
this improvisation was born out of my love for free Jazz.
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I hope I gave you an exhaustive introduction to my work and skillset. I have in my repertoire some hard surface models as well, but ever since I have started using a different upload service my renders a bit scattered. Do not hesitate to ask for more samples, however, I will gladly find anything relevant to your interests.
I eagerly await your response and I am ready to start working immediately.
Thank you,
vcool