I believe my best advantage is that I'm an artist and a programmer.
By artist I mean a skilled CSG modeller and texture artist, or level designer in general. I have graphic design skills as well: visual identity development, user interfaces and so on.
Been using Valve Hammer and Photoshop all my life. I'm proficient with Torque Constructor too.
For scenery objects, animated or not, I use 3D Studio Max. All nicely modelled and textured.
On the programming side, I'm an IT professional since 1988, Java developer since 2002. At my daytime job, I'm part of the Java architecture team, designing and developing the Java framework and tools for the application programmers.
By 2008 I started to develop a Java2D game engine I'm calling Cha2D. My Cha2D test-bench application is called ChicaBUM!, a game about and explosive chicken. What you see in these links is placeholder art for work-in-progress code.
I'm a Torque Game Engine owner and been making art for TGE since October 2002. I'm completely comfortable with its art pipeline.
A cartoony and humorous multiplayer FPS, using the Torque Game Engine. It's about a future where fast food chains fight for survival!
I modelled two complete buildings, interior and exterior. Made the texture set used in all buildings of the game.









My pet horror game project (currently under reconstruction), using the Torque Game Engine. All level design and scenery DTS are mine too, including their textures.
Starcave Studios' cartoony adventure, using the Torque Game Engine. I made a texture set for buildings to the outsourced Staridia team.