Game developer - Level Designer - Environment Artist - Author - Tutor - 14 Years of experience with Unreal Technology
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I have released 4 high end in-depth UDK video tutorials, alongside the launch of my own store!

Worth 16 hours of all my UE3 knowledge on the topics of lighting, mobile development, and asset development.





The Expert Classes: UDK Lighting



The Expert Classes: UDK Asset Development – Part 1



The Expert Classes: UDK Asset Development – Part 2



The Expert Classes: UDK Mobile Content Development

Features

  • Around 4 hour long, universal (MP4, standard codec, fit for all computers/mobile devices) video tutorials.
  • In-depth, very detailed and thorough.
  • I do not just explain how to do things, I also show how they were applied in real life examples: The Ball, Unmechanical, and Rekoil.
  • Everything I learned from working in UE3 for six years, and having worked on/for 11 Unreal Engine 3/UDK commercial games/clients.
  • I am supporting standard European bank payments for people in the EU, as well as international credit card payments.
  • And last but not least, unique to my videos are the Assignments and Certificates!

    Included in every video is an assignment. These all new assignment levels or models are based on what was explained in the video, and are meant for you to demonstrate what you’ve learned in the video.

    Upon completion of the assignment, you can send it back to me and I will verify that you’ve done everything correctly. If all was done correctly, I will issue you a Certificate of Completion, as proof that in my opinion, you’ve shown sound understanding of this subject in UDK.

    I am aware it is late into this generation/engine cycle, but I have my reasons to do this now. For one I did not want to let all the knowledge that I’ve gained working with UE3 for so many years, to get lost. I wanted to store it somehow, and make sure that other people are able to make use of it as well, as I am moving on. For example for mobile development in particular, a lot of the knowledge required to pull off a mobile Unreal Engine 3 game simply cannot be found anywhere. I learned everything by doing, as usual, and want to share that with everyone now. Late into the cycle also means that I have more knowledge to share, more examples to show, more experience to share.

    Check out the Store and Video FAQs for additional information on how my store works, and what you can expect of the videos.

    Thanks for your support everyone, have fun!

    Hot on the news of Tuesday, we also just found out that Unmechanical won Best Artistic Achievement at this year’s Nordic Game Awards, the yearly developer gathering and award ceremony for the Scandinavian industry.

    We are all pleasantly surprised how our little game gotten so far. With no special/social features, no multiplayer, and just three hours of linear singleplayer we are very happy with what we managed to accomplish.

    I am proud to announce that we’ve reached the 100 000 copies sold milestone with our game Unmechanical (PC+iOS)! To celebrate this we’ve released the free variant Unmechanical Begins.
    If you haven’t tried our game yet there really is no excuse anymore to give it a go and see what Unreal can do on mobile :)

    Also for another 57 hours the PC version of Unmechanical is up on a pay-what-you-want basis on Indiegamestand.com. Pay above the average (1.23USD) and you will also receive two old prototype builds as well as the soundtrack in three different formats.

    As for the rest I am currently still working on my secret new expansion project for this website, some level design work for clients, along with handling all kinds of things at FutureGames, our education. I’ve been busy following up on our internships for one. Over the past two months I’ve visited places like Yager, Guerrilla Games, DICE, Starbreeze, Paradox, etc. I have recently also been by the mobile games giant King to give a short lecture about Unreal Engine development to some of their devs, and over at FutureGames I am currently running the students their third and final game project. This time in collaboration with the Swedish developer Fatshark, who are acting as publisher for our students.

    We’ve released Unmechanical iOS!

  • Unmechanical website
  • Unmechanical iTunes page


  • Last day of my daily updates. When I posted about my Rekoil and KFS work yesterday, I wrote that levels like Sawmill only took me about 18 hours to make. I recorded my screen while working on the Prison level for Rekoil, and while updating the Oilrig for KFS, and turned those recordings into timelapse videos of those levels shaping up.

    The KFS Oilrig took me 2 hours 45 minutes to go from what I received from the art team to polishing it up, and the Prison level took 20 hours about + another 8 hours of unrecorded work to set up the entire level from start to end, including the creation of placeholder art. I did not prepare anything for either of these two levels/videos so what you see is just improvisation. The only thing I had when I began work on the Prison was a rough idea of the general shape and idea of the level, but no sketches or anything on paper, nor any concepts.
    The Oilrig was mostly made already, but lacked effects and styling when I received it. It was particularly easy to do because it was a cutscene level, so you can get away with a lot. There were only a couple of angles to take care of and I did not had to think much/anything about performance.

    There are some things that I could have done better, or put more time into if I would have had that, for example the outside of the Prison is rather flat whereas the inside has the tendency to be cramped plus too disconnected from the outside, and the inside also has a bit too flat lighting and detailing going on, but those smaller problems aside, as an illustration of my drive for efficiency and my usual no-nonsense-just-do-it approach to everything I create it gets the point across. I want to give my clients fast but quality results because my time is their money.

    If you have epilepsy/photosensitivity you should probably not watch these, the screen jumps around aggressively and it goes really fast.





    Portfolio

    I have finally gotten around to updating my portfolio. I updated some info, added a 5th level page for the era 2011-Today, and added all the work that I have done in the past 1.5 years about that was missing, and I also made the website more compatible with iOS devices.

    Rekoil

    Still working on Rekoil. We are moving forward at a solid pace, though like usual things end up taking a bit longer than expected. We are still very much so in need of your support on Steam Greenlight.

    Here are the levels I have worked on. Many of these were team efforts. Details on who did what are on my portfolio’s fifth level page. In general I did little gameplay design on these, and was mostly responsible for the level art side of things. I did a lot of the detailing, some of the major architecture, and I set up the lighting, texture and light color pallets, effects, etc. Overall look and feel basically, visual polish and styling, along

    Levels like Sawmill I am particularly proud off. I made those entirely myself, and I did it super fast. You are looking at just ~18 hours of work from start to end. I got more on that tomorrow in the form of two videos.

  • City Park


  • Streets


  • Sawmill


  • The Bridge


  • Prison


  • Riverside


  • Other Levels (Refinery, Subway, Afghan, Warehouse)


  • Kung Fu Superstar

    I did some quick work on their new environment a while ago, video of that coming up tomorrow. The team tried to get funding secured via Kickstarter, as one of the first UK teams to go onto Kickstarter + with testimonials from people like Peter Molyneux but none of that seemed to have helped. It never met its goals so the project was canned unfortunately.

    Here are some screenshots of the newest environment I worked on plus some new shots of the previous stuff I helped out on. I mostly did visual polish and special fx/materials/lighting work. Credits to the whole KFS team for all the rest.





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