Stuff I've worked on
Yes, that includes this site
This is a messy, somewhat unprofessional aggregation of a lot of the stuff I've done online.
If you're a normal person, you probably don't care about this. If I want to work for or with you or you're secretly obsessed with me, you might. Either way, hi. My name is Ivan. I've done some work in modding games over the years. Not really sticking to any one thing. I consider myself an aspiring game designer, though you'll probably be the judge of that.
Click the Capsule images to see more images from the projects, or click the name to go to a link of the projects themselves.
Level Design
Various Maps and such for games
Three week project with a simple idea of "What if Deltarune was 3D?". All assets in this map were made from scratch by myself (using existing art). Several hundred materials, sounds, particles, and other such pain.
This one was interesting. It was my first foray into a real port for maps. Everything had to be re-authored manually to work in Source. There's nothing else really like it on the Workshop.
Remake of one of the first maps I ever made. Gimmick map based on a crevice in the middle. Features a lot of verticality and a design encouraging aggressive play. Uses as little custom content as possible.
Very old unfinished map I made featuring lots of scripted goodness and very high, almost puzzlelike difficulty. Like most solo Half-Life 2 mods, this didn't get far. Gameplay video is way too fast.
Art
Hey... It's empty here
(3D) Vaguely Horror Themed N64 Props (2024)
A small amount of assets I made in the style of PS1 / N64 props, featuring appropriately low texture resolutions and polycounts. Basically the only art style I can model in dedicated 3D software without tearing my hair out.
Other Mods and Projects
Random Stuff
A mod that enhances every single texture in Oblivion which doesn't use alpha maps. uses AI, before the AI craze of the 2020s. Utilized some pretty interesting workflows. Crashed my computer a lot.
UI Mod that returns the Steam library to its 2013 and 2015 era looks with CSS tweaks. Open Source and developed over a long period of time. Still updated every time Valve tries to break it.
Inspired by horror games developed by Frictional like the Amnesia games and Penumbra series. Even featured their esoteric interaction system. Got abandoned because it was too complicated and I suck at coding real hard.