As you all can see on the “our studio” page, our team currently exists out of 4 people.
There’s Stephan and Jeffrey who are the founders and take all the sales, marketing, communication,… on their shoulders.
And there are Dash and Robert, our 2 level designers. Because Stephan and Jeffrey themselves did not have that much experience in level design, they attracted these 2 enthusiastic youngsters to help them out.
During the selection process, we gave them a “little” assignment to prove their skills. The assignment was to recreate the scrum room from the Team Liquid training facility in Utrecht – The Netherlands. You can see how they did in a screenshot below.
We are thrilled to have these guys on this adventure with us, and we believe that we will create some awesome stuff together.
To start off we would like to introduce you to Dash! He might be the youngest on our team, but he delivers amazing work! From quality maps to beautiful textures and props! On top of that, he inspires other map makers by sharing his work with the modding community.
When and why did you start making CS:GO maps?
Before I started playing CS:GO, I built things in Minecraft and sold them for money. When I first tried playing CS:GO I saw that I had the ability to make custom maps, and I was instantly hooked. I’ve always liked making stuff, so this was a natural progression.
What has been your best creation/biggest achievement in map creating so far?
The largest project I’ve done was a Jailbreak map called Quad. I spent a couple of months making it and I learned so much in the process. Creating textures, optimization, and using VScript (CS:GO’s scripting language) were all things I learned while creating it.
How did you approach the Team Liquid test assignment, and what did you think of it?
The Team Liquid assignment had a totally different theme than anything I had worked on before. I’ve always preferred doing urban and natural environments, so going from that to a very clean and minimalistic style was a challenge.
I started out by taking a bunch of screenshots of the tour video and figuring out how big the room was, and then I blocked out a basic layout of the room. Once I did that, I started making models and textures. The most difficult thing to create was the ceiling panel, as making the panels and the layout of the holes was tricky to get right.
What are your expectations working together with Mapshot, and what do you think of the concept?
Even though it’s almost 9 years old, CS:GO is still one of the most played games on Steam and shows no signs of slowing down. This means there is a continuous potential for new businesses to come in and offer a service that nobody else is, just like Mapshot is doing.
Are you looking forward to the public release of the Source2 engine? What options/updates do you hope will be available?
I‘ve played around with the Source 2 tools in Half Life: Alyx, and I can definitely say that it has huge potential to make everything easier. The tools are so much easier to use, all of the old limitations of Source 1 are gone, and the engine has had a complete overhaul that brings it up to modern standards. It also upgrades the engine from DirectX 9 to DirectX10+ which makes it run much better but disqualifies people with older hardware from playing the game, which is one of the few advantages of Source 1.
If there is one map you always wanted to make but never had the time, what would it be?
I’ve always wanted to make a Dangerzone map because there are so many things you can pack into the map to make it really unique and fun to play. However, it’s just a huge time commitment so I don’t think I’ll ever make one.
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