Infiltration started as a mod for Unreal in 1999 and later became available for Unreal Tournament. I was a fan and a player before I became a contributor. It was Infiltration which brought to my attention the idea of creating game content and sparked my desire to make video games. With praise and support from Epic Games, Infiltration was a fairly popular mod for UT for some time, and was supposed to be included in the UT "Game Of The Year" Edition, though Infogrames picked a less realistic mod at the last minute in an attempt to appeal to Counter-Strike players.


OH-58 Kiowa Warrior | OH-58 Texture Sample
OH-58 Kiowa Warrior helicopter using one 2048x2048 texture for the exterior; interior uses a separate texture. Still work in progress, this is the first texture of this size I've worked on. It has easily been the most exciting to work on due to the level of detail it permits. Even at this resolution, though, I feel the need to make each pixel count. Made in 2004.


Weapon Textures | Texture Samples
When I began work on Infiltration, I had no knowledge of firearms, so I did a lot of research (knowing that my work would be scrutinized by players). The subtle differences between the weapons is what interested me the most (plastic parts vs. metal parts, various metal treatments, the details that make each weapon define itself). I believe my attempts to draw in those characteristics and creating more accurate textures were the biggest differences between my work and that of contemporary artists. These were made between 2000 and 2002.


Modeling | Mapping
In becoming familiar with making textures I also became more interested in modeling. It was not long before I realized the benefit (as a 2D artist) of being able to manipulate the mapping coordinates, so I learned how to do that as well. This M9, whose texture is not yet finished, has unique mapping for both sides (where necessary), movable magazine release and safety (both sides), and a poly count of 1064. Made in 2003.


2.86 Menu | 2.87 Menu
I also redesigned the interface for setting up Infiltration. The two biggest challenges were designing something whose button dimensions were powers of 2, and having everything still be legible at 640x480. By version 2.87, so many new things had been added that more room was needed, so the design was changed again. Made in 2000 and 2001.


Splash Screen | Zodiac | FN P90 | Clan Arm Patches