Yes, you read that correctly! I've uploaded the first part of my brand new retrogaming series on YouTube. We'll be going through a ton of games on Game Boy, NES, etc. I've found that I really enjoy playing through these older games from my childhood again. Not all of them were good but there's a… Continue reading Retro gaming: Mortal Kombat on Game Boy – part 1
Ever since I've played my first true 3D game, I developed an interest in 3D modeling. For some reason, I never pursued modeling as a hobby. Instead, I turned to level design, probably because back then I thought it was easier. Since I recently joined Koryu Studios to work on Shotgun Samurai, I finally pushed… Continue reading Working with Blender 3D: the beginning
Hello fine individuals! Neon Viper News #5 is finally out! I do apologize for the time it took to get the new episode out but it is with good reason. As most of you know by now, I've joined Koryu Studios as a level designer/modeler. We have been hard at work laying down the groundwork… Continue reading Neon Viper News #5: Shotgun Samurai, Doom II: Hunter’s Moon, Blender, UE4 and more!
Since I've been very busy working on our new FPS game, I haven't had much time to play some good old games. Now the dust has settled, I can finally start a new retrogaming chapter with Paganitzu, a puzzle/action game published in 1991 by Apogee Software. What's different this time, is that I will play… Continue reading The Neon Chapters: Paganitzu
Greetings my fellow retro gaming lovers! It's time for another article because I've been quite busy the last couple of weeks working on our brand-new retro FPS called Shotgun Samurai. The lack of sharing content during this period doesn't mean I haven't been hard at work. We're still setting the ground rules for our game… Continue reading Creating the playgrounds for Shotgun Samurai
Greetings my retro friends! A couple of weeks ago, I joined the talented folks at Koryu Studios to work on Shotgun Samurai, our brand-new retro FPS. They are very talented individuals and I'm proud to be a member of their team. The concept artist has been busy pumping out some great artwork, as you can… Continue reading I joined Koryu Studios as a level designer!
Since I've received quite some emails with questions about my Annie project since it got featured in a PC Gamer article, how it came to be, why it took so long to release the first episode and why I gave the Spider Mastermind the name Annie, I decided to write an article about it in… Continue reading A look into the development cycle of the first episode of Doom II: Annie