I started an Architecture degree at Portland State University last Monday. I thought I would share my first couple drawing attempts using a Mayline. These are drawings of photographs taken of the Agosta house on San Juan Island, Washington.
Color scans. Level adjustments in Photoshop to try to bring back some of the contrast of the original image.
Created NIKE apparel textures in Photoshop based off apparel concepts and photo reference. Apparel textures were then used in conjunction with their corresponding geometry to flesh out the interior of NIKE stores in Cinema 4D for pre-visualization purposes.
Level Designer / World Builder on Left 4 Dead 2 (Valve Software) Personal Project
February 2010 – July 2011 (18 months)
TheFinalCut is a custom Left 4 Dead 2 map which I made in my free time. It is the culmination of a year and a half of work. Every now and then I will take on a personal project to help develop and practice my abilities as a digital artist. The Final Cut was a great exercise in level design; an aspect of game development I have yet to do professionally. Since I uploaded the first beta version of the map to l4dmaps.com, May 2011, my map has remained one of the highest rated and most downloaded Survival/Scavenge maps. The Final Cut was made with Valve’s Source engine, the Hammer World Editor specifically. The project remained an exercise in world building despite my production tangents leading to the creation of some custom art, primarily made using Maya, Photoshop, and Adobe Premiere. All custom art was made purely as an accent to the level for which I had already created. To date, The Final Cut has been downloaded over 250,000 times and remains as a top-played Survival and Scavenge map for Left 4 Dead 2.
For additional screenshots, videos, information, reviews, and downloads, you can visit The Final Cut’s main webpage by clicking on the banner directly below.
I finally got around to adding a couple new pictures to my Photo / Texture Reference page. I added a couple cloud pictures taken from a plane during my flight from Boston back to Portland. I really need to pick up the pace on this photo/texture ref archive. It’s been very slow-going.
…after getting some motivation after uploading the cloud pics I took a couple hundred new pics in the industrial district in Portland OR. There are a handful of corrugated metal facade pictures and a couple cement wall pics.
Here’s a little Photoshop combo of a self portrait I drew last term for my second drawing class at PSU (3B graphite pencil), and a couple character concepts I drew last night in an attempt to see if I could actually concept characters. I haven’t tried to draw an imaginary character straight from my head for about six years or so. I’m quite pleased with my doodles considering I NEVER do that sort of thing. I gave the image a bit of an auto-contrast Photoshop adjustment due to my horribly ugly and dark smart phone pics.
A couple of weeks ago my drawing class finished up. It was quite a lot of fun to draw so much again: a great break from the computer. Here’s most of the drawings I did over the term, including pictures of my mid-term and end-of-term reviews.
A couple days ago Brian Riggsbee, a game developer and Left 4 Dead 2 mapper, interviewed me about The Final Cut and my game development history. He did a fantastic job with the blog post of the interview on his website (images included!)
I am having an issue posting the link to the interview here, but you can find it by clicking on the Profile button at the top of the page, and by selecting “Interview with Anders” at the bottom of the scroll-down menu which appears.
At the beginning of 2013 I started taking a basic drawing class at Portland State University as a way to rediscover my long forgotten drawing ability. It has been very enjoyable these last two months as it has been helping me a lot when trying to put down and communicate an idea in my sketchbook. As a part of my level design process I do what I can to envision the map I am trying to create before jumping in to Unreal III, and a lot of that process tends to end up in my sketchbook. I don’t always have the concepting support that I would like to have when beginning a new map or level for Forge, so it is a necessity that I do what I can to design and concept out enough of the world for which I am about to make.