About this user
My name is Peter Ryan and I was born in Vancouver, Canada in 1980.
I first fell in love with computers at the age of 12 when my parent's brough home a Tandy 1000 PC. I spent hours playing Tetris and eventually discovered the
joys of adventure gaming with the King's Quest and Police Quest series by Sierra. A year Later when my dad bought a Power Mac, I started playing around with
Photoshop.
At 16 I discovered the internet, chatrooms and website design and created my very first website with a Geocities account. Back then my handle was Overlord.
I first got into game design in 1999 when I found a beautiful little gem called World Craft that came burried away in the depths of my Half-Life CD. After
playing with the program for a few months I was able to create my first custom Half-Life Deathmatch level Hippodrome, which I released to the public receiving
moderately good reviews. After a few more attempts at HLDM maps, I discovered Counter-Strike and had my first critical success with Italian Eve (de_italian_v2)
which was voted #2 in the first CS Central Map pack, downloaded more than 25,000 times (still in the top 50 downloads on fpsbanana.com) and was eventually
included on the March 2002 PCGamer CD. I later created de_hardwire which was awarded map of the week on Planet Half-Life and de_rust, a re-design of the popular
defusion map de_dust both of which were also very successful.
After gaining some experience as a Counter-Strike level designer, I decided to try my hand at putting together a mod of my own. With the help of several people
from the Polycount and Cold Fusion communities and 2 years of constant work, my programmer friend Brian Ragsdale and I had successfully created our own team
based mod called Morbid Inclination. Featuring 4 distinct teams (Monsters, Humans, Aliens and Robots) and a custom game mode called Scavenger, Morbid was a
moderate success with more than 10,000 downloads within the first 2 months of release.
Having successfully completed our own Mod, I thought the next logical step would be to create my own retail project. Little did I know that the difference
between creating a modification for an existing game, and creating your own title from scratch are two very different things. A few vastly over ambitious ideas
were put aside after several months of planning until I decided to stick with the concept for a game called Brutal. Looking back, I now realize that Brutal was
probably the most ambitious game concept you could possibly imagine, but alas, hindsight is 20-20. 4 years of life destroying work later, (including two engine
switches) I was able to co-ordinate a small team of designers into making a "Proof of Concept" video that I am quite proud of. No, we didn't get a playable demo
completed like I had hoped, nor did we come close to finishing the project, but I learned a lot of invaluable lessons while working on Brutal and hope to one
day return to what I know is an absolutely incredible concept for a fighting game.
Its 2010 now and I've noticed that there are a lot of people out there who look for "How-to" videos on various subjects, so I've decided to share my knowledge
with the world and put together my own series of How to videos on various tech related topics; Thus "Tech Talk with TorQue[MoD]" was born.
I hope to continue this video series for the next while in order to gain exposure for my portfolio and various talents while simultaneously helping others who
want to get into computer related design but prefer the self-taught route.
If there is a subject that you would like me to talk about in a future video, feel free to message me on youtube or vimeo or send me an e-mail with your
suggestions.
Age
31
Country
Canada
Occupation
Website Designer, Game Designer