About
Resume
Articles
Projects
Levels
3D Models
2D Art and Textures
Special FX
Tech
me@Hourences.com   -     Last Update: March 2008

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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