Thomas Sleightholm
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  • Wargaming Blog
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  • About
    • About Thomas
    • CV
  • Fiction
  • Copywriting
  • Other Creations
    • Writing >
      • SEO/PPC
      • Technical Writing Projects
    • Mods >
      • FFVTTR Skins
    • Software >
      • Game Design
      • 3D Environment Design
      • Graphics and Rendering
      • Experimental Projects
    • Audio >
      • ​Audio Production
    • HomestaRPG
  • Other Links
    • Bandcamp
    • The Ultimate Guide to Cheating in Evil Genius
    • Hammer and Crowbar
    • None In The Chamber
  • Points of View
  • Wargaming Blog
  • RealTomStrategy
  • Current Projects
  • About
    • About Thomas
    • CV
  • Fiction
  • Copywriting
  • Other Creations
    • Writing >
      • SEO/PPC
      • Technical Writing Projects
    • Mods >
      • FFVTTR Skins
    • Software >
      • Game Design
      • 3D Environment Design
      • Graphics and Rendering
      • Experimental Projects
    • Audio >
      • ​Audio Production
    • HomestaRPG
  • Other Links
    • Bandcamp
    • The Ultimate Guide to Cheating in Evil Genius
    • Hammer and Crowbar
    • None In The Chamber

Environment Design

Although I've been involved in projects using a variety of 3D engines, my main tool of choice is the Source Engine, which I've managed to learn over the course of several years through trial-and-error tests in my free time. I've used it and it's predecessor (GoldSrc) to create a range of different environments, either for use in a game mod or simply to test my skills in creating and re-creating very specific locations or atmospheres.

If you want to see the maps as they're presented on the Steam Workshop (or other sites), I'll list some of the links below, as well as some example images.
My Codename CURE workshop list.
My Counter-Strike: Global Offensive workshop list.
​My Ace of Spades workshop list.
​My Garry's Mod workshop list.
You can hover over images for an explanation of what they are.
Picture
A comparison of a street façade I created in Source, as part of a larger map. On the left is the view in the editor, while on the right is the version in the engine itself (although many details have yet to be added).

Work-In Progress

Picture
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