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I made this in just under a week for Missio Dei Pastor (formerly my Youth Pastor, way back when), good friend who I play board games with, and father of many small children, Mark Ball.  I did the whole thing for $64, and basically the gig involved architectural previs for a planned remodeling/renovation of Room 108 in the old Church of the Redeemer building in Eastwood (Houston, Texas).

So essentially I started by trying to recreate the room as it was, then I started changing things as requested, to hone in on what the room was meant to look like once the changes were done.  This project was so successful that it prompted me to launch a string of related eBay 'gallery' products.  There are ones where I make an entire virtual world for the customer for as little as $20 for a small room-sized world, and others where I simply take a prebuilt museum level and load the customer's family photos onto the walls of the museum, which is priced as low as $4 or so.

You might ask, if this went so fast, why is 'Panoramic Worlds' taking years?  Why, even, is 'Spiral Skies' delayed by over a month?

The answer is that there's a huge difference between making a level you can walk around in, and making a full-fledged game.  Games have a lot of interactivity that 'walking simulators' and the like don't, and that means programming.  Programming is

my strong suit; I'm way better at art.  Plus, something like Panoramic Worlds is just so much bigger in scope, and I spent the first few months on Panoramic Worlds mostly just getting comfortable with the Unity interface and figuring out how to do a long list of useful things that starting out I had no clue how to approach, much less do efficiently.  By this point though, the interface and features in Unity 5 are familiar, and I can make progress way faster than before.  That's a good thing for everyone - from Mark Ball to my potential future eBay bidders - who wants me to make them a 3d level, just don't ask me to implement any complex interactivity, or request the level in WebGL format, because that can fail miserably!

I had a gig a while back, took over 200 hours, finally hit a technical brick wall, so to speak, realized it would not be possible for me to get the level working the way the client wanted, and the whole thing sort of unraveled from there.

I am now stuck preparing to refund the amount I was paid so... all that work, nothing finished to show for it.

If you have a level design project, you CAN ask me for:

-ambient audio loops running in the background of areas.

-realistic lighting

-3d art assets and 3d environment content in a variety of styles from realistic to painterly or cartoonish.

-footstep sounds and first person controls with collision detection.

-Mac, Windows, & Linux executables

-postprocessing effects [bloom, antialiasing, SSAO, motion blur, etc]

-animated surfaces [i.e. an animation playing on surface of an object, or the object itself moving in a looping animation] and shader effects [objects affected by wind, water and glass reflective effects, particle effects, etc]

You should NOT ask for any other sort of interactivity, beyond just the previs/virtual tour format. I may or may not succeed in adequately implementing it and if it's essential to your project, please hire someone else.

You should NOT request a mobile/HTML5/WebGL solution as this has serious limitations in terms of memory and the debugging process is potentially vastly more difficult.

Previs for Room 108 at Redeemer

I'm using some [limited] ad slots again from Project Wonderful. Given the increasing quality and quantity of web traffic lately here, might actually be worth doing now. Below this message is a promotion from another website owner, unrelated to my own web network. I'm not responsible for anything on their sites, nor do I personally filter the ads that rotate through the slot, so good, bad, amazing, dumb, hilarious, crazy, questionable or otherwise, so don't credit/blame me for whatever link appears down there. I don't control other peoples' websites. Okay?