Game Developer - Level Designer - Environment Artist - Author - Tutor - 18 Years of experience with Unreal Engine 1, 2, 3, 4
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Tuesday, December 27th, 2016
I remember how in 2005 I began writing the first edition of my book The Hows and Whys of Level Design. I had a lengthy daily commute, and one of those fairly early gen PDAs with a touch screen. I typed out the bulk of the entire book out on that PDA over a period of several months, using nothing but the little touch pen. I typed so much, that the plastic touch screen began eroding away where the most common letters were. Over the course of the years I released 2 books, and 7 big Unreal Engine 3 and 4 video tutorial projects. They did awesome. Your response and support over the years has been super great. The books were never a financial success,… Read More
Wednesday, January 6th, 2016
Another year has passed. As always due to time pressure I am rather bad at updating my site, but here goes for a year overview. This was my 16th year of Unreal and the games industry:
  • My year traveling for Unreal Engine
  • My year with The Solus project
  • My year at Futuregames
  • Unreal Engine Evangelism

    I traveled. A lot. Mostly in my role of Evangelist for the Unreal Engine, and a small number for my other responsibilities.… Read More
    Thursday, October 22nd, 2015
    As usual I am extremely short on time so my website updates lag behind some, but there are tons of things happening. I will post a yearly recap towards Christmas.

    The Solus Project has been doing really well. Not only was the game part of the Microsoft E3 press conference and was it playable at the Xbox booth, it was also at the Xbox booth at EGX and Gamescom, and we just today announced it will be one of the first games to be part of the Xbox Preview program, as well as Steam Early around the first 2 months of 2016!


    … Read More
    Thursday, May 7th, 2015
    For the next two weeks I will be streaming on a nearly daily basis. Feel free to join in and ask me any questions on how what I am doing and how I built things! For the time being no voice, as I don't want to be talking for 8 hours long every day, but I monitor the chat and might pick up voice chat soon.
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    Thursday, March 12th, 2015
    I returned from an awesome two weeks in the US. It was an awesome experience to be at GDC, especially on behalf of Epic Games, and see from up close how much organization, work, and passion goes into running a show that big. I've met tons of people, some of them who I had been talking to for over a decade without having ever, and it was great to finally meet everyone face to face. And also, thanks to a partnership with Tobii, I had The Solus Project in the main expo hall at GDC as well!
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    Saturday, February 28th, 2015
    I have been spending the week at Epic HQ, but unfortunately managed to bring winter with me from Scandinavia :) Started snowing here after I arrived here.
    I will be in San Francisco for GDC 2015 all week long on behalf of Epic Games. If you are at GDC, I'd love to meet up with you during the course of the week! You can find me at or near the Unreal Engine booth most of the time, or alternatively reach out to me via email ( me@hourences.com) or Twitter. Lastly, Epic Games is throwing a party Wednesday… Read More
    Sunday, January 25th, 2015
    I will be in Amsterdam next week Wednesday along with Andy Hess, and we will be hosting an official Unreal Engine meetup!
        On Wednesday evening, the 4th of February, Epic Games would like to invite you to the first official Dutch Unreal Engine mixer. Unreal Engine Evangelists Andy Hess and Sjoerd De Jong will be hosting a casual get-together at Heffer in the heart of Amsterdam. While enjoying free drinks, attendees will have the chance to check out Unreal Engine 4, chat with us, and meet fellow members of the community! We will also be giving a presentation… Read More
    Tuesday, January 6th, 2015
    Following up on my post of yesterday, and since "if it is worth doing, it is worth overdoing", here is part 2. I went through all the levels I have ever done in the Unreal Engine, and I added up all the actor/mesh/brush/light counts. I still have about 75% of all levels I ever made, and of the remaining 25% I still have a good idea of how complex they were. So I took the accurate numbers of 75% of my levels, and then extrapolated from those to get the estimated numbers for the remaining 25% based. I then added up 30% to the total to take into account all test levels, levels that were never released,… Read More

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