About me…

ABOUT MEPRESS & INTERVIEWSRESUMEMISC

Este niño ya se por donde nos va a salir...

My name is Enrique Colinet Morales, I was born in Sevilla (Spain) in 1984 and all my life I’ve been fascinated about videogames, strangely, not from a gamer’s perspective. Since I was a little kid I felt sincere curiosity and devotion towards videogames. I wanted to know how videogames were created, who were behind them and, at some point, be part of that magic. I couldn’t help it… I knew fate would drive my way to Game Developing, and here I am!

I started my way to the industry (so to speak) back in 1999, when I had my first computer. It was pure junk, graphics were horrible and I couldn’t play nothing… nothing? Thank God a company called Valve made an awesome game called Half-Life, game that could be easily played in my crappy computer, with a very good performance I must say. I was so in love with that game that right after knowing that there was a map editor included within the game, I couldn’t resist to start mapping. One day I discovered Counter-Strike, around the year 2000, while hanging out with some friends in an Internet place, and that day would be a day that I will never forget. Soon,  I would start creating my first maps for Counter-Strike, and I would share them with my friends in a local internet place where we usually met together. It was such an awesome feeling stare at the people while they were enjoying what I had created… I couldn’t describe it back then, but I knew I wanted to feel that as often as possible. I found my place in the world, my goal in life and, why not, something I was good at.

Pyro Studios After some years, I had a bunch of maps for Counter-Strike and The Specialists mod, but I was not really happy with the result. Nobody cared about my maps. Less interesting, worse designed and worse looking maps seemed to have more success than the maps I worked on. By that time, I blamed the community… but later I would realize that it was my fault. I just needed to improve my technique and get into the theoretical side of Level Design and Game Design.

I moved to England in 2005, and by that time Half-Life 2 was already released and many mods started to have some success. I found one of them called Dodgeball: Source, which allowed me to get into mapping for Half-Life 2. Hammer Editor for Half-Life 2 was launched with some improvements over its last version (Worldcraft) which really caught my interest. I decided to learn more about scripting and less about level design. I used that time to launch a line of Spanish Videotutorials about how to use Valve Hammer Editor, giving me instant reputation over the Spanish and Latin American community. I experimented so much with the scripting that one day I came up with a risky but worth-trying idea: why not creating mods using only Valve’s Hammer Editor? Best stupid idea I’ve ever had.

I decided to come back to Spain to work exclusively on my projects, living with the savings I made in England. By the end of 2006, my first mod BlockStorm won 2 ModDB Awards and caught the attention of many magazines and Half-Life 2 dedicated websites. Since then, I’ve started so many experiments and mods that I can barely remember all of them, and fortunately I’m about to finish some of them soon.

These mods really helped me to open my way into the videogames industry, now for real. In 2007 I had my first interview at Pyro Studios, and I joined the studio in July that year. That was my first contact with Unreal Editor 3.0, software that I use only for professional purposes (It’s a matter of pride). My experience there was not really a living dream… actually, it was a huge dissapointment. I don’t want to get into details, but after 1 year working at Pyro Studios I decided to move abroad to Germany, because I got the chance to work again with some good old friends from the Dodgeball: Source mod at a studio in Berlin called Yager Development. Since September 2008 I’m working at Yager on the title Spec Ops: The Line by 2K Games.