Name: Christopher Stewart
Location: United States of America
Looking for work: YES
Available for MOD work: NO
Ever since I figured out that you could Level-Edit Duke Nukem 3D it has been my life's goal to pursue getting a job in the video game industry! I have practically lived and breathed Video/PC games since I was 9, and have always thought that it would be a dream come true to land a job designing the very same things that have literally consumed my life. When I either wasn't working or committing myself to my studies in school I was playing video games, or dreaming of what it is that I would make if I were to design them.
My experience in level-design comes in the form of a little dabbling with Duke Nukem's 'BUILD' level-editor, and as well in the form of 2 years worth of tinkering around with VALVe's 'Hammer' level-editor for the SOURCE engine.
These next shots are from a Day of Defeat: Source level that I must provide a caveat for: None of the buildings in the level have been created by me. They are the work of Valve Software. As such all terrain (displacements), prop placement, level layout, and such, are the work of myself. The reason for the "pre-fab'd" houses is because I had just started out mapping for Day of Defeat: Source, and as well I had never really created a building/house on my own at the time I started working on the level. In short they are placeholders for whenever it is that I get back to finishing the level and create my own. I will mention though that some of the Valve Software built buildings have been modified significantly to fit the look I was going for. I would also like to mention that this level was really like an experiment for me in terms of learning how to create displacements, work with fog settings, create a 3D Skybox, and as well in setting prop fade distances so as to lower the overhead for both the CPU and the GPU.
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