
| You will find on this page the most recent video game modding projects I have undertaken. Although I would love to include everything I have done going back Quake 3 or even Descent, for brevity's sake I have restricted this page to Unreal Tournament 3 and Half Life 2. |
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| Vortex Gun |
This energy weapon requires more skill to use effectively than most, but the results are well worth it. Click and hold to start charging a vortex projectile, up to a maximum charge. When released, both players and projectiles will be pulled towards the vortex with a force depending how much it was charged. For every projectile that enters the near vicinity of the vortex, the vortex will gradually turn from blue to pink indicating that it is gaining additional power. If the vortex gains enough power, it will explode instead of dissapating. While a vortex from your gun is still in the air, hold the secondary fire mode to pull the vortex backs towards you. Be carefull not to hold it too long, as the effect is cumulative. For more pictures and to download, go here: |
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| DM-Silhouette |
This map was inspired by my trip to Europe, and draws most heavily from churches and cathedrals in Venice, Paris, and the French town of Blois. The stained glass effect from the main rose window on the floor in in particular draws from the latter. The cathedral of this map is set high on a mountain peak amongst the clouds, its misty environment pierced by colorful shafts of light filtering in through various windows. While drawing on elements of gothic architecture seen throughout Europe, this particular locale is not beholden to any specific location or style. There are 124 unique meshes that I created and set up UVs for in Maya 7.0, and 985 instances total of these meshes in the final map. Most textures used are already native to Unreal Tournament 3, with the exception of any used for the various stained glass and other lighting effects. |
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| WreckingGun |
This mutator replaces the starting pistol for all players (only tested for instand action mode) with my new WreckingGun (formerly HomeWrecker) gun. The initial inspiration this slow shooting, gigantic brass casing ejecting gun initally came from the film Ghost in the Shell, but quickly evolved to feature predominantly more old-school steam-punk style aesthetics. I coded the gun to spawn a custom Particle System on impact of the projectile, and also to spawn several more projectiles that would respond the gravity of the area (try shooting it in a low-gravity environment!) These secondary projectiles each have a Particle System attached, and are responsible for the fire and smoke trails that disperse from the initial impact area. Note that the larger balls of fire will hurt players that collide with them. |
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| Pagani Zonda |
My favorite car - design wise - in polygon form to be rendered nicely in mental ray but also to be used in a video game mod. This model was designed to be as low poly as possible, and as such was made into an extremely low poly version (5102 triangles) as well as a higher poly version (25412 triangles.) See below for the lower polygon version. Click through to see the demo reel for the fly-around and wireframe animations for both versions. |
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| The Meatgun |
My Meatgun is a completely original Half-Life 2 weapon mod. The gun itself was conceived as a still living torso that would fire projectiles created as a byproduct of an internal reaction to an introduced serum. This drug would be injected in an oversized hypodermic needle as the gun's "ammunition" into the port on the left side. |
photos, models, sounds, images, and videos copyright steven knipping (c)2008 |