I make mods for BeamNG.drive, specializing in vehicles that feel like they could have been part of the base game – the kind where you might download it and wonder if it was always there. I spend a lot of time studying BeamNG's design philosophy and how they build their vehicles, making sure each mod fits seamlessly into their universe of car manufacturers and vehicle lines.

What?

When I look at cars, I'm not counting horsepower or price tags. I'm looking for stories. Sure, the latest Ferrari is impressive, but give me a family Opel that Lotus turned into a supercar-killer. Tell me about those weird Japanese front-end swaps that turned modern Subarus retro. That's the kind of stuff that gets me excited – the unexpected, the clever, the stories that make you go "wait, what?"

Why?

BeamNG caught my attention because of how open everything was. After years of reverse engineering games and working with community-made tools, finding a game that uses open file formats felt like hitting the jackpot. I could focus on creating rather than fighting with tools. Plus, the game's mix of realism and creativity gives you room to experiment while keeping things grounded.

Where?

I've been around in various modding communities, usually under different names. It's not about being mysterious – okay, maybe a little – but more about keeping each project its own thing. Sometimes you want to start fresh, try something new without carrying over expectations. Right now, BeamNG is my main focus, but I still help out with other projects when something interesting comes up.

When?

The Beginning

Started with a questionable McLaren F1 mod for GTA III in my early teens. Looking back, it was terrible, but everyone starts somewhere.

GTA San Andreas Era

Graduated from basic edits to complete cars. Learned a lot about 3D modeling, even if the tools were limited by today's standards.

SLRR Discovery

Found Street Legal Racing: Redline – a tuner's dream come true. The depth of customization was mind-blowing. RIP SLRR.

The Interlude

College took priority. Kept one foot in the modding world by helping others with their projects.

BeamNG Return

Rediscovered BeamNG after a while. Saw how much it had grown and couldn't resist diving back into modding.

Present Day

Part-time modder, still learning, still creating. Focusing on quality over quantity.

How?

Blender and VSCode. Also some Python and fooling around with AI tools.

Coolness?

Growing up on BlackBox-era Need for Speed shaped my view of what makes a car cool. Give me an Evo VI over an R8 any day. It's not about the fastest or the most expensive – it's about the cars that make you feel something. The ones with character, with stories behind them. Sometimes it's a homologation special that exists because some manufacturer needed to win races. Other times it's a crazy build that shouldn't work but somehow does. That's what I'm chasing when I make mods: that feeling of discovering something special.

Beyond Cars

Everything feeds into creativity. Music sets the mood while working on designs. Art and culture influence aesthetic choices. Marketing teaches you how to present ideas effectively. When I'm working on a mod, it's never just about the technical stuff – it's about creating something that feels alive in the game's world. Maybe that's why I spend so much time thinking about the stories behind my creations, not just their specs.

Community?

The modding community is absolutely thriving – even though the mainstream gaming world seems more focused on closed-off games. Still, you’ve got classics like *Skyrim* and *The Witcher 3* that are legendary for their modding potential, and even newer games like *Stardew Valley* that have built strong modding scenes. And then there’s *Assetto Corsa* – its modding community is just insane. Entire servers are built around these massive, complex community projects. Honestly, some of the stuff they’re doing is on another level. It’s no wonder some modders end up becoming legit game developers.

Now, about paid mods

Yeah, I know it’s controversial. People have strong opinions on it, and I get why. My take? If your work is high quality and worth the price, then go for it. I’ve got a support button next to my stuff too, but for me, this isn’t about making money. I’m not planning on putting out paid mods anytime soon; this is just something I do because I love it.

Looking back, the past fifteen years or so have been such a good time for modding. So much has changed, but the creativity and passion behind it are still going strong. I’m just happy to be part of it and to see it keep growing.

In the End

This is all about creating something that adds to the game in a meaningful way. Whether it's filling a gap in the vehicle lineup or adding new ways to customize existing cars, every mod is a chance to tell a story and maybe make someone's day a bit more interesting. So say hi if you've made it this far.