I started working on level design with Unreal Tournament 2004 in 2007. I created custom levels for fast paced multiplayer matches using increased movement and physics. I ventured out into custom texturing with characters, modeling, and coding new weapons. I later took two years of Java, I can understand many other languages easily as well now. Though I tried working with many of the design fields, I preferred level design. I currently am currently working to expand my experience and to refine my skills. Though I may be artistic when it comes to level design, I am still very logical, and a strong problem solver. I enjoy working in a team with others, but also am a strong self motivator. Being a student developer can be difficult some times but it really comes down to prioritizing and time management. I am currently woking on Siege of Inaolia, you should give it a look!
Working on a star/nebula environment that is infinite in all directions, in my spare time.
Finally got all the textures uploaded and set right, had to decompress 7 textures just to get a good image. Then once it saves, they all re-compress into pretty ugly textures.
So far it isn't looking good for a practical use.
It isn't looking good for a practical use? I think it looks decent enough already.
Thanks, the only thing about it is that I had to decompress 7 files to get it to look like that. And once I save the package/level it would re-compress it to a ****** standard