Hey there!

My name is Kyle, and I’m a game designer. Most of all, I am a ‘jack of all trades,’ having learned some of all aspects of game design by necessity during my youth as a modder. Back then, someone with a passion or vision needed to learn a bit of everything so that they could produce a good proof of concept. I have maintained that mission to know a bit of everything, instead of everything about a tiny bit. You’ll find more information about my skills and interests on this page.

Hey there! My name is Kyle, and I’m a game designer. Most of all, I am a ‘jack of all trades,’ having learned some of all aspects of game design by necessity during my youth as a modder. Back then, someone with a passion or vision needed to learn a bit of everything so that they could produce a good proof of concept. I have maintained that mission to know a bit of everything, instead of everything about a tiny bit. You’ll find more information about my skills and interests on this page.

-Kyle

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3D Modeling

  • Hard surface 3D modeling
  • Environmental Assets
  • Vehicles
  • Weapons
  • Terrain
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Texture Editing

  • PBR Textures
  • Weathering
  • Detailing
  • Baking Normals
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Sound Design

  • Audio Sampling
  • Sound Effect editing
  • Sound Effect creation
  • Environment Sounds
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Logic Prototyping

  • UE4 Blueprint scripting
  • Material Editor
When did you start working on video games?

I started my game design interests with Duke Nukem 3D, way back in the day. That game shipped with ‘Build3d.exe,’ my first experience with making my own content. As a rabid fan of Robotech, a Japanese Anime about transforming military machines, it seemed perfectly reasonable for me to use this engine to make my dream game real. Nobody was making it, at least for a Western audience, so I tried to do it myself.

Later, I delved into 3D game design with Quake, which was a stepping stone to Half-Life. I spent many years working on mod teams and trying to start my own.

What is your 3D modeling experience?

Shortly after discovering the ‘build’ engine that shipped with Duke Nukem 3D, I realized that I wasn’t going to be able to manually draw every angle of every character in MS paint (or DOS ‘Paint’, which I learned of long before windows).

No, 3D was the big new thing, so I immersed myself into 3D with a cheap program called Milkshape 3D. Suffice to say, that was just a stepping stone to 3D Studio Max, the industry standard for 3D modeling, animation, and even visual effects for a time.

I obsessed over 3DS Max in my youth, awestruck by the unlimited power of creation it offered. You could edit game models one day, and render ‘realistic’ cut-scenes the next!

Nowadays, I’m still a heavy 3DS Maxx user, with experience in Mudbox, Zbrush, Blender, and many other intermediate programs.

My skills focus on hard-surface modeling, as well as other non-organic shapes.

What other 3D modeling skills do you have?

As an eager member of the modding community (and a friend of Bluewolf, the founder of ModDB, if I could drop some names), I was forced to learn all aspects of the 3D modeling workflow in order to present my vision. Most mods start with one idea from one person, who has no choice but to manufacture a demonstration of their vision in order to gain the interest of other creators. Because of this, I’ve learned the basics of:

  • Rigging a bipedal model, as well as machines
  • Unwrapping UVW‘s and readying them for a texture pass
  • Texturing by hand in Photoshop, or for full PBR rendering via Substance Painter/Designer
  • Creating manual or automatic LODs for engines like Unity, Unreal Engine and Source (Valve)
  • Baking high-quality models down into real-time-ready meshes
  • 3D Scanning via photogrammetry