For the Battlezone Project, I've tasked myself with preparing, 3D printing and painting the entire range of vehicles from Activision's Battlezone '98 video game. Based on models exported from Rebellion's recent Redux of the game, I'll be creating and highlighting each unit as I get through them in my blog, as well as keeping this page up to date with links and images of each.
Battlezone's one of my all-time favorite games and I've always wished there were collectable bits and bobs for it. With my recent aquisition of a resin-based 3D printer, I can do it myself. Each unit has been imported, modified to best work as an STL, printed in high detail and then painted by hand.
I'm Blake and I like to tinker with things and make stuff. When I'm not programming or developing random systems, I'm playing with electronics, doodling bits of art, 3D modelling or sculpting and painting things or nerding out watching sci-fi or horror TV.
From 2001 I worked in the games industry, eventually specialising in tools to aid in the development of video games and their engines. In 2011 I left the industry and teamed up with a few other talented composers to utilise my knowledge to help build the company 'Spitfire Audio'.
I also periodically compose soundtracks for video-games and have worked on titles such as The Stanley Parable and Portal Knights. You've probably also heard my music in random TV commercials at some point.
Nowadays I tend to utilise Unreal Engine 4. I use a mixture of (mostly) C++ (Visual Studio 2019) and Blueprints.
I work with Autodesk's 3D Studio Max to generate the art required, and Adobe Photoshop or Paintshop Pro 6 for texturing. I also dabble with Allegorithmic's Substance Designer/Painter, Quixel Mixer for more realistic texturing work.
Audio-wise, I still use Cool Edit Pro and FL Studio to generate sounds and music respectively.