Index:
About: This page. It contains an index of the pages in this portfolio,
a bio, and an employment/remote contract section.
Resume: Personal info, skills and experience.
Articles: Books and tutorials I have written.
Projects: The projects I have worked on. Games, mods, and books.
Levels: Levels I created for games. Only Unreal engine work on these pages. Both commercial as hobbyist levels. Over 500
screenshots of 60+ levels!
3D: Modeling and Rendering, mostly high-poly and personal projects.
2D: Texturing, skyboxes, 2d artwork and photos.
Commercial as well as personal projects.
Special FX: Materials, Skyboxes, Shaders, Particles
and so on I created for various projects in the Unreal
engine. (The page is a work in progress)
Tech: Dozens of wireframe, flatshaded, and unlit screenshots of my levels to provide you with a better insight in how my
levels are built.
Bio and Introduction :
I am a 24 year old all-around environment and level
artist/designer; from gameplay-based level design to
lighting, shaders, and particles.
I specialize in the Unreal engine. I have been working
with the engine since 1999 and thus have very extensive
knowledge of it. I have worked extensively with all
three generations and also have performed work on four
commercial Unreal Engine titles.
I have over four years of professional experience and
six in the Unreal Mod community. I worked for various
companies, both onsite and offsite on various genres,
themes and styles. In total, I helped out on six published
game titles (Unreal Tournament 2004 (+ECE), Killzone,
Shellshock nam 67, The Chronicles of Spellborn, Huxley,
and WarPath), five large mods including some of the
largest and most successfully UT mods (Xidia Gold, the
Jailbreak series, Operation Na Pali, Residual Decay),
and over 30 quality stand-alone Unreal community levels
with dozens of awards and positive reviews.
I won multiple prizes in the world's biggest game creation
contest, the Make Something Unreal contest, including
a first place. Throughout the entire contest I received
more nominations and prizes than anybody else.
I made some of the most played levels out there, such
as the UT2004 demo levels Rankin and Torlan which have
been played millions of times online and of all the
thousands of UT2004 levels ever made, they rank in at
position #1 and #2 according to the official server
statistics.
Besides level design I also create free texture packs
every now and then. Some of them have been very widely
used in the Unreal mapping scene over the past few years.
In addition, I am also the author of the books "The
Hows and Whys of Level Design" and "The Hows and
Whys of the Games Industry".
And lastly I write tutorials regularly, help people
on several tech forums, and run a couple of large community
sites.
I have a strong view and opinion on many things, ranging
from gameplay to visual styling. I want to uplift the
standard level design from a collection of nicely skinned
3d objects to a living world with atmosphere and action.
I believe that game environments are a form of art,
I want to incite emotion in the player. I don't want
them to see the game, nor to hear it. I want them to
feel it.
I am entirely self taught.
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All content is © H o u r e n c e s - 2007
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