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Description
Tutorials and other such informative pieces of writing are what brought humanity to where it is. If it weren't for the printing press, you and me would probably still be poor peasants digging ditches.
Thanks to the printing press (and other digital forms of writing) it gave me the opportunity to escape all that ditch digging, and instead allows me to write about doors in video games!
Assembled here on this page are a number of different tutorials I've written, or editorialized from existing articles.
Happy reading!
Tutorials

Detailing your maps - The art of making them pretty
This article was initially written on April, 15th, 2006 by: ZombieLoffe on the TWHL forums.
The original article detailed minor tips on how to improve your custom Half-Life levels. In the years since it's release it hadn't received any major updates and as mapping techniques changed, the article got further out of date.
In January of 2024, I decided it was time to step up and update this article to feature more detailed descriptions and tips, as well as a more recent set of tips based off of what I had learned working on my map, Sanitation.
The article went into much greater detail into not only Half-Life map development, but map development tips in general. It's a great read for any game developer out there, experienced and otherwise!
Detailing your maps
Release date: January, 8th, 2024

Article link

TWHL Page
Doors, doors, and TOO many doors!!!
This was article was made as an almost PSA to all mappers out there to emphasize the importance of paying attention to how many doors you add to your maps.
Doors are wonderful things that greatly affect the human psyche. They influence how we think, what we do, what we feel. They do a lot.
This article was a fun take on this subject with detailed notes full of fun doodles, and wise tips.
Doors, doors, and TOO many doors!!!
Release date: March, 17th, 2025

Twitter thread
Article link

TWHL Page
Creating a coherent video game artstyle
This article was initially created for a contest, but I never got the chance to read it so it sat dormant for the next few weeks. The first ever release is to coincide with this portfolio website.
This document goes over the importance of function over form in video game design and how it can lead to much more readable scenes that players will instantly understand.
Creating a coherent video game artstyle
Release date: April, 11th, 2026

Article
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