I started out creating maps and codes for the Settlers III in 1998, I learnt about the various balances and quirks of basic coding and graphical modding, The Settlers III ignited my passion for games , codes and modification.
I moved on to various other simulation/strategy games, including The Settlers IV, Zoo Tycoon and Rollercoaster Tycoon 2. I generated custom content through coding and 2d sprites, a lot of my modifications have been well received by associated fan communities of the games I modded. I was made moderator on a couple of major websites in the communities, and an administrator on one (now-defunct) forum website with several thousand visitors per week.
The switch to the 3D era in the mid-00's required the learning of a new skill set. Gone were top down or isometric images, in came skins and complex coding in the 3D environment. This is when I started to modify Rome Total War, Zoo Tycoon 2, The Settlers: Heritage of Kings and The Settlers: Rise of an Empire, along with other games.
The challenges faced with more advanced coding, and in some respects limited support from game developers,made for a steep learning curve. The skills I developed designing for computer games then are what I use in web development today.
I have also done a lot of coding in Chris Sawyer's Locomotion, along with content creation in Spore and Rollercoaster Tycoon 3 and majority of other games I played. My knowledge has over time expanded into the basis of the games, especially classical history and the coding behind the scenes. It also led into my current want to code and adapt items to fit my games.
My life took a detour from Computers and History and into my Scientiæ Baccalaureus in Geography. However I managed to get my love of history into my dissertation with this paragraph:
The River Don was probably named by the Brigantes, one of the Pre-Roman Celtic tribes that covered most of Northern England.
As you may have guessed my dissertation was on the River Don, a large river that runs through Sheffield, Rotherham and Doncaster in South Yorkshire.
Since I graduated I have re-established my love of computers with my most recent jobss in development.
I have modified and edited various parts of code in many games in my spare time, most recently in Factorio; most notably in Rome Total War in which I have previously built a version of the game almost unrecognisable from the original product. I have been active on many fan websites to aid others with both coding (mods etc) and gameplay within the games I play.
My most recent project has been this website, to test various codes, compatibilities and most of all develop a better understanding of the way the web works. My website is a static website, as the platform it is published to does not support any more complex web application.
March 2017 - April 2017
May 2015 – June 2015
"I'm not one for the technical side of website issues. Enter Lewis. As problems amounted he successfully tackled them one by one achieving a fully functioning new site, much to my relief and full-satisfaction." Daniel RachelIn doing this project I have learnt how to convert a clients brief into an actual result, learnt more about Odin Plex, Wordpress, PHP and furthered my knowledge of FTP, HTML and CSS.
September 2004 - 2016
Expert at coding Rome Total War, and educate others on fan websites (for instance twcenter.net) about coding and how to code certain aspects.
Proficient at Photoshop, GIMP and other graphical tools to edit mapped skins and graphical parts of the engine.
Basic knowledge of 3D modelling and how to use 3D Modelling in an game environment.
Knowledge of trouble shooting errors in code.
February 2014 - 2016
Usage of external programmes including Pack File Manager (external application to parse and edit in-game files), GIMP, Audiokinetic: Wwise 2013, and Notepad (HTML and in-game code)
Troubleshooting compatibility between various modifications.
Modifying areas of the game to balance better and/or be more historically accurate.
Modification of various shaders, graphical options and depth of field to develop a greater feel to the game without performance problems.
Troubleshooting poor and ineffective coding, also removing/reusing legacy coding. Various scripting and AI coding.
ESF editing, to determine various in-game attributes.
Database editing and mapping of the database.
November 2004 - 2016
Modification testing for the Zoo Tycoon Designing Centre as well as moderator on the forums, a senior role on a well established fan site.
Coding of all aspects of the game, from staff and building parameters, to campaign goals, to animal behaviours. Almost all my created work can be found on this website, Along with guides written to guide others to emulate my coding.
Extensive knowledge of the world's biomes and fauna.
March 2015 - present
Editing Graphics and LUA scripting, creating new entities.
Understanding and adapting constant game updates.
Adapting modifications and code to new updates
Working within an Alpha stage of development.
Remote calling scripts (LUA) in a complex ingame environment to perform tasks beyond what is capable in the vanilla game.
April 2015 - 2016
Learning rudimentary C++.
Utilising pre-built frameworks to gain in-game results.
Utilising ingame editing software to produce new objects with various in-game parameters.
September 2007 – May 2013
LUA scripting, including complex looping and extensive flow planning.
Visual pathfinding, vectors and resource modification.
Complete mapping and scenario editing using SEED.
Understanding and adapting code in German and French.
Colour and Biome transitionals.
General balancing on a large scale.
Multi-level visual and game play mechanics.
Modification of various graphics, economics, codes and in-game variables using external applications.
Full usage of in-game editor to supplement external work.
2007 – 2012
Mapping using in-game editor.
Object and ride creation using external applications.
3d design using internal editors.
2d design using various programmes including Photoshop CS3.
Basic economics and game limitations developed and adapted using various softwares.
September 2007 – August 2010
Using ingame editor to create various patterns, shapes, designs and motions using complex scripting and movement commands. Completed various level sets, all well received by the community, receiving multiple downloads and positive ratings.
Advanced object behaviour coding and advanced sprite, transparency, collision and shape and colour graphical editing.
Knowledge of Photoshop, GIMP, Transmorgrifier IFF Snooper, IFF Pencil and other various game-related programmes.
Understanding of advanced ingame parameters and aesthetics, including full knowledge of errors and how to troubleshoot errors, and GUID conflicts.
Some model skins and UI creation.
All published work available on this website.
November 2005 – September 2010
Basic scripting, mod integration and modding using Python, including adapting a global warming script into a larger scale and more variables based on gameplay, increasing in a pseudo-realistic way.
November 2005 – September 2007
General mapping and scenario building using in-game GUI Editor.
2002 – 2008
Creation of new objects and coding in-game using external applications.
mapping and height variation using both ingame and external editors.
March 2002 – November 2005
Mapping and scenario building using in-game editor.
October 2001 – 2005
Basic coding of buildings, guests and animals. Complete 2D graphical elements.
November 1998 – 2002, 2015
Modification of 2d graphics and map using game software, Paint and Notepad.
2004 – 2007
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