How a simulator-quality vehicle art pipeline was developed on a budget of nearly nothing by a handful of people. Photogrammetry, buying artefacts and vintage literature, and how all the subject matter was boiled down to highly efficient assets with minimal sacrifices to quality.
Started failing at making games and mods from the age of 11. Eventually built an extensive enough bank of failures to form a negative image of intelligent game development, and worked from there. Worked on many titles for the past 10 years, and have done some teaching too.