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I saw the release
of Half-Life as an opportunity to get in on the ground floor of
a new game design community and almost immediately after it's release
began making objects, levels, and other content using the Half-Life
engine.
Mountain
Escape
This was a Half-Life level designed several years ago for my portfolio
that demonstrates several different styles of game play across a
variety of locations. In total the level took about 3 weeks to build.
Mountain
Escape Level
Reservoir
This was a Team Fortress 1.5 map where the object is not to capture
the enemy's flag, but to gain access to their computer room and
lay waste to it. The map took about 2 weeks to build.
Reservoir
Map
Background
Radiation
It was as this site that I hosted various prefab objects to be
used by map makers. The site would eventually end up hosting everything
from simple objects to complex scripted sequences.
Background
Radiation Site
Persistence
of Vision
Unlike previous games, Half-Life afforded one the ability to script
both actors and cameras in the game engine in order to create
cinematic events. Persistence of Vision was a site dedicated to
the creation of such in game movies.
Persistence
of Vision Site
The entire contents of this site are © 2000 - 2006 Brian J.
Audette unless otherwise noted. No Portion of this website may be
reproduced without the permission of Brian J. Audette.
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