Skip navigation

Category Archives: scripting

Posts having to do with scripting within video game engines.

I never claimed to be any good at video editing, but the more I work on level design the more I’m struck by how badly screenshots fail to convey what it actually looks like walking around in a level I’ve made. Videos are still a far cry from the feel of walking around in there for real, but offer a much better look at the “feel” of the work than screenshots can. I’ve paired this short clip with some music I’d like to publish maybe later this year.

Oh yeah, I’ve finally gotten around to putting my résumé up here where it belongs. Available in the poorly formatted beauty of my WordPress page or as .doc or .pdf.

Using the Source Engine from Half Life 2, I made this whimsical short piece inspired by Looney Tunes. It is intended as a demonstration of my ability to script in Source while hopefully also being interesting.

The music is the ever-famous “Powerhouse” by Raymond Scott.

 

Projet Aïma was the final student project for Ubisoft’s internal school in 2008. I was called in as Music Lead to create original music for the video game, to help create the feel of a fully professional development cycle. (The school also created packaging materials, full game design documentation, recorded audio dialogue and cutscenes to this end). I created the majority of the music for the game, although I had some help from Wisp who has since signed to Rephlex Records. I actually ended up using a great track of his as the title track for the project.

I worked side by side with the future level designers to place the sounds physically in-game with the Valve Hammer Editor, the engine used in the Half Life and Left 4 Dead series of video games, among others.

We did a few interesting things that pushed the music integration of what is normally seen in Hammer games, usually employing small and simple tricks. They were not conceptually difficult but simply had not been done before that I’m aware of: 1) we had musical tracks that unfolded in sync with your progression through the level, and 2) we made some inside/outside spaces where it sounded like the music was coming from the void and when you entered into buildings the music sounded muffled as if it was still coming from outside.

Theme from Aïma – VORPAL

Video(s) coming