I'm a veteran modder with 20 years experience in custom content creation ranging from voice acting and sound engineering to basic scripting and 3d graphics. I have extensive experience in designing, balancing, testing and quality assurance for large-scale mods and games. I have studied professional gaming and the related elements of player psychology and interaction. While I have been offered jobs for graphics and voice acting I turned them all down for one simple reason - I hate the industry, and I'd never work for someone or something I don't respect.
I am an Elitist; I hold allegiance to nothing except the pursuit of quality.
I made total conversions for Starcraft: Brood War from 1999 to 2009. Chances are if you are familiar with the game's modding scene this is where you know me from.
I suffer from mental disabilities and personality disorders, making my LP's extra entertaining for those who just like watching someone make a fool out of himself. At the same time, thanks to my extensive experience creating and analyzing media, I can offer insight into production that few other LP'ers would be able to spot or are paid to ignore.
Although I only began producing public video media somewhat recently, video production has always been in my blood. Back when 007 Goldeneye first came out on the N64, I created VHS tapes documenting my adventures in using Slow Motion and Remote Mines to send various guards into orbit by breaking the "physics" of the game amongst other things. I take pride in breaking everything I touch.
Bug hunting and exploiting design flaws are critical parts of my everyday playstyle and I go to great lengths in the name of science. Some videos feature or exclusively focus on such scientific endeavors, usually with hysterical results. Often times even the most innocent of titles are still susceptible to even the most basic of playtesting, while some games prefer to just crash your GPU at the slightest provocation. The Western Game Industry is a truly fantastic place where no one can do anything wrong and everyone always succeeds no matter how little they attempt to. Even more concerning is how the vast majority of hipsters don't seem to think there's anything wrong with this. Well, I do. My hope is to educate viewers and provide a foundation for a lifelong pursuit of quality entertainment, and along the way I hope to share with them a few laughs, often times at my own expense.
Throughout my many years of custom content I've learned a great deal about not simply designing and balancing games, but also making them, QA'ing them, and the kind of effort (or commonly lack thereof) that the average game has put into it.
My reviews are honest, first-impression based with no bullshit. I usually break down games into elements such as audio and AI, as a game's value is determined ultimately by the strength of how those elements synergize with one another to form a final presentation. Unlike brand name reviewers, who are paid by the word, you can expect an honest and reliable review from me addressing both opinionated and objective elements.
My reviews and runs are built in a linear manner and I treat each new project as a stepping stone, and often times I revisit discussions or subjects throughout sequential runs. Professionals and mooks alike help me peer review my observations and reflect upon my inner goat. I treat the process of reviewing and analyzing as a learning experience, and seek ever more to broaden the depths of the locus that is my insight into the wacky world of industrialized scamming.
My views do not reflect the official views of Campaign Creations in whole or part.
Experience (as of 2015) -
- Voice acting & sound engineering - 22+ years (both analog & digital)
- 2d game design - 17+ years
- 3d game design - 15+ years
- Public Video Commentary - 8+ years
- Private Developer Commentary - 5+ years
I have done numerous VA and graphics requests for projects private and public, including Vile Eggression, Flame Knives, Heart of Storms, Babylon 5: We've Found Her, Temple Siege 2, Carbots's Starcrafts, The Antioch Chronicles and Dwarven Combat. I have also produced narrative and commentary for many community pet projects, both scripted and timestamped. I have produced over 200 hours of private developer commentary for third parties. There are extremely few things I have not at least attempted, mostly being Programming, Animation, Concept Art, Sculpting, and hand Texturing.
I have exceptional experience in creating full-scale total conversions for the following titles:
- Starcraft: Brood War
- Diablo 2
- Warcraft 3
- Starcraft 2
- Supreme Commander
- Homeworld 2
- Sins of a Solar Empire
- Age of Wonders 2: Shadow Magic
- Halo CE (Models, level design, texturing, log mods)
I have moderate to small amounts of experience in the following titles and engines:
- Dawn of War (QA for Dawn of Skirmish project, made a very successful private fork for FFA build orders with LUA)
- RPGMaker 2000, 2003, XP, VX ACE
- Unreal Tournament 2004
- UDK (materials, particles, level design)
- Unreal 4 (skelmesh pipeline, staticmesh pipeline, remastering older content to modern PBR-compliant content, materials, particles, level design, blueprints)
- Neverwinter Nights 1 & 2
I dabble in:
- Advanced kitbashing
- Texture modding
- Radioplay production
- FumeFX for flipbook texture creation
- Nvidia PhysX & Apex Cloth
My preferred engine for a new project would be Unreal 4. I have experience porting and updating old meshes, including generating normal maps and correcting their bone weights and UV's, and can update them so they support PBR, as shown with these static meshes from Tera. They use a custom shader I created to translate the color data from their existing textures to create a highly customizable blending material for detail texturing. Unfortunately, I still don't know how to remove the DDS stepladdering seen on the old normal maps.
I have extensive experience in both porting and creating custom graphics and sounds. I believe establishing a new experience can only be done through total synergy of all four pillars of game creation - Gameplay, Graphics, Sound, and Computer AI, and strove to perfect all of them as a body in my innumerable adventures.
During Black Sun: Retribution (2013-2014) I became involved in creating entirely new environments destined for the UDK from scratch.
I am adept at taking existing models, such as what was once an incomplete Victory-Class by Jade Taggart, and turning them into something more.
My modeling capabilities are limited, but I am skilled in working with edgeflow and optimizing assets as well as bringing them into the game and updating them if necessary. All of my content is built with performance in mind, though I typically aim for high-end hardware.
I am adept in level design, lighting and technical art. I am also skilled at using this content to create top-down maps for digital tabletop software such as Roll20. I have experience playing and running Dungeons & Dragons 5th edition and creating content for the medium. Throughout my time creating content for my games I learned a great deal about lighting, mood-setting, visual storytelling and gameflow through improvising.
Refer to my Past Projects for a better idea of some of my previous work.
I don't exist on social media. Any such instances were from the distant past and have been scrubbed/deleted never to be revisited or are simply not me to begin with.
Summaries of some of my past projects can be found here.
What do you do for a living?
The same thing every Canadian does - suck dick and revel in idiocracy. No, I don't do anything besides drink coffee and try to scrape together motivation to work on my projects.
What programs do you use?
See my 2018 video processing guide in the Articles section. In short, I frapsed videos and encoded them with ffmpeg or MEGUI all the way until mid 2018 where HKS discovered how to modify OBS to get high-quality recordings from it (which, conveniently, they finally fixed themselves a month or so later).
All audio work is done in Audition 1.5 with the exception of very large scale projects, like Retribution or compilation projects like XXE, which are composited in Vegas.
What hardware are you running?
Post Q2 2019
Thanks to an extremely generous donation from HKS (UntamedLoli), we saw a significant hardware reprise in Q2 2019.
- AMD Ryzen 2700x (Corsair H110i cooler)
- 32gb G-Skill RAM
- MSI X470 motherboard
- Samsung 970 SSD
- Same as the older parts elsewhere
Pre Q2 2019
- i7 920, no overclocking (unstable)
- 12gb corsair ram
- older runs are run on either a HD2900 XT or a 4870X2, 6970 pre-2018 runs, and currently I use a Radeon R9 390
- shitty asus mobo
- Creative SB X-Fi
- Console runs are recorded via Blackmagic Intensity Pro with either Component (Pre-2018) or HDMI (2018+)
- Old runs (~2010) use a generic Macmice USB mic, everything gen3 (up to Q1 2016) is Blue Yeti, Q2 2016-2018 is AT2020 USB (Thanks Lavarinth!) and after Q1 2018 I'm using a Rode M2 with a Scarlett USB Solo interface
- Most video is recorded to WD Blacks (1-4TB) but 30fps 1920x1200 is possible on Greens as well
Never buy garbage Chinese hipster brands like Nvidia and it gets hard to screw up a PC build.
Will you cast a replay, run a game or do some other service for me?
The only game run requests I consider are those from my internal viewers. You can always make a request but don't expect anything. I unanimously ignore business inquiries and won't do any custom content work, like voice acting, for someone outside my internal audience. However, if you have a large, high quality project that is demonstrably nearly complete you can try your luck.
Where are your mods located?
If it isn't on this site it isn't public.
If you'd like to contact me you may e-mail me at malkor at gmail dot com. If you inquire about something covered on this site I will ignore you.