Makeshift Portfolio of Kristian Käll

Classical Arts and Computer Game Design

Environments:
Episode 1; Mars
 Episode one of Phobos is placed on Mars just as Doom 3 itself was.
 The general goal here was to base the design on the one established in Doom 3, but at the same time mix it up a bit. Try to bring in a bit more color, as well as open spaces.
 You're not staying in the same area as long as you did in Doom 3, every base is at the most as big as one map. While in E1M8, the design allows you to travel through several different areas as you progress through the map.
Episode 3; Hell
 Episode 3, is where I am in major control of the design.
 Each map is basically done to have a specific theme, quite different from the previous, but still linked so it feels like the same world, or Hell if you will.
 Hell Keep is very mixed up, Outside it's cold and dead, and inside it's much more active.
 Slough is murky and brooding.
 Unholy Cathedral is colorful, firey and ritualistic.
 House of pain is a busted old chaotic and in general unfriendly place.
Of course, I might add that these are all more or less WIP since the mod isn't released yet.
Models:
A lot of the work I do on the mod involves modeling. Either it be for the maps themselves or for characters. Though for the characters a lot of the work is often divided between me and the main character modeler on the team, Martin Sanchez.
Textures:
The monster in the pictures were my first stab at understanding, and making good use of the Diffuse-Specularity collaberations in IdTech4. Specifically, how a surface can be made looking soft, or hard depending on the specular color tones. But I also noticed that a lot of the time, it's just as good to exclude the specular map completely.
Concept Art:
At art school, they always said that my paintings were better than my drawings. Unfortunately, I've not had much time to work on them lately. But I have had the pleasure of being responsible for the majority of the concept art for the mod's new creatures.
Resumé:
Kristian Käll
Personal and contact information.
  • Age: 29
  • Nationality: Swedish.
  • Spoken languages: Swedish (native), English (fluent).
  • Current residence: Gothenburg, Sweden.
  • Phone: +46 (0)70 275 8265
  • E-mail: kristustf -at- gmail -dot- com
Home adress:
Kristian Käll
Dahlströmsgatan 18
414 65 Göteborg
SWEDEN
Education:
Skövde Konstskola/Hellidens folkhögskola 2005 - 2007
Studied in classical arts, focused on croquis, drawing and oil painting.
  • Studied colours.
  • Composition, and image analysis.
  • Studies from live model (frequently).
  • Different painting techniques, such as Oil, Aquarelle and Temper.
  • Sculpturing from rock (Siporex, light concrete) and clay.
  • Coppergraphics, litographics, woodcut, textile print and photo.
  • Art and art history.
Work Experience:
Team Future Doom 3 Phobos 2004 - Ongoing
Co Leader, Level designer, Art Director (Episode 3), 3d Modeler/Artist ETC.
  • Co Leader, Level designer, Art Director (Episode 3), 3d Modeler/Artist, Animator ETC.
  • Co managed teamwork, delegating and organizing.
  • Art Director and designer episode 3, Hell.
  • Created and assisted in creating hi-polygon characters/creatures for baking of normal maps.
  • Created and assisted in creating low-polygon characters/creatures for export to Doom 3 Engine.
  • Created animations for new characters and weapons.
  • UV mapped, baked normal maps and textured low poly characters/creatures.
  • Created and assisted in creating various map objects from hipoly to low poly models.
  • Created models for level geometry, such as geology, and trees.
  • Created and assisted in texture creation from photo source as well as from scratch.
  • Created concepts and Concept art for new creatures for modeling.
  • Created and assisted in creating game entities and monster definitions.
  • Created Articulated Figures for Doom3 (rag-dolls).
          Visit tfuture.org for project website.
Phobia: The Age 2004 - 2006
Personal project for the Doom Legacy engine.
Visit doglike.org for information about this project.
Ni'mrod: Project Doom 2005
Personal DM project for the Skulltag Doom engine.
Visit tfuture.org for information about this project.
Ni'mrod: Ixnay on the Hombre 1998 - 2002
Personal project for the Doom Legacy engine.
Visit here for information about this project.
Phobia 2001
Single map for the Doom Legacy engine.
For a more complete list of past projects, go to doglike.org
Tools:
Software
  • Luxology Modo 301
  • Autodesk Mudbox 2009
  • 3D Studio Max 9
  • Photoshop CS3
  • xNormal
  • Crazybump
  • QERadiant
  • Doom3 editor
Hardware
  • Camera (Canon EOS 350D)
  • Classical art tools (Pencils HB-9B, Charcoal, Oil paintings, Aquarelle, Temper etc)
About Kristian:
Background:
lol

I was born and raised on the country side in Sweden and my first encounter with video games were with like so many others the NES. A game that caught my attention in particular was Castlevania. I would sit and draw out concepts for my own games and dream of the possibilities of making my own adventures in this way. But we didn't have any computers/gamestations in our house or even a Video for a long time. So I went with the board game approach, creating Castlevania and Indiana Jones inspired game adventures.

It wasn't until I started high school that I got any real contact with computers and then it was with the AtariST. The pull with the ST was the ability to make actual animated movies. This ended up engrossing me for quite a few years but the dreams of making games were living strong and I finally found a program called Adventure game creator. It was of course only a first stepping stone and I never did figure out how to code it properly. But it did get me started.

When we finally got a PC in our household (thanks mom), I noticed that some of the games for it was much more accessible than on the Atari and I started to copy paste files in a game like Stunts for instance making attempts at making my own game out of it. Of course. Aside from some dirty hacks I never did do much. The biggest selling point with Stunts however was of course the track editor where you could go totally crazy building your own tracks and that I did. Eventually I also throughly inspected the Sim City 2000 editor. But since I knew that I never would be able to actually go down into my totally rad city and landscape and drive around a'la GTA. There were little that kept me interested.

And then came DoomEd. Doom had probably been the first game on the PC I ever saw and played, and of course it was love at first sight. I ended up wasting a scary ammount of time working on Doom projects. Making maps never had been so free before. I felt I literary could do anything, and some might say I did. (see projects)

I ended up staying with Doom a lot longer than I had ever expected. Part due to the sheer playability and modability of the game. But a lot due to my computer being a meager 486 throughout the entire nineties. It wasn't until I started earning my own money that the upgrade came and I started looking at other avenues. Somehow though. I stuck with Doom too. I worked with friends on projects for Quake2 and RTCW. But they all ended up falling over at one point or another. The Quake2 project ended because we got tired of the hard limits of the compilers. We were using a modified source of the original. But no one would make better tools and we decided that after a year it was enough. It was just too limited for our plans. then we started with RTCW. Which was wonderful. But it didn't take more than 6 months before everything somehow got lost in some freak occurrence where both our computers got fried at virtually the same time.

This is where I decided to take a break from the whole scene and work on classic art instead, and a year later I started working on the Doom 3 mod that would become known as Phobos.

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