Game Developer - Level Designer - Environment Artist - Author - Tutor - 18 Years of experience with Unreal Engine 1, 2, 3, 4
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Wednesday, June 19th, 2013
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.
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Saturday, May 25th, 2013
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.  Read More
Tuesday, May 21st, 2013
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… Read More
Monday, March 18th, 2013
We've released Unmechanical iOS!
  • Unmechanical website
  • Unmechanical iTunes page
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    Sunday, January 6th, 2013
    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… Read More
    Saturday, January 5th, 2013
    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.… Read More
    Friday, January 4th, 2013
    Day three of my 5 days of updates! Unmechanical was awarded Best Game & Best Sound at BIG, the Brazilian International Games Festival.
    We also received some boxed copies of the game, of our German retail distribution partner CrimsonCow
    iOS wise we are quite a bit behind on our schedule. We had planned to release the iOS version of the game in September, but that obviously didn't happen. We discussed the game with some external people and came to… Read More
    Thursday, January 3rd, 2013
    I've been interview and featured in The Games Machine, one of Italy's biggest gaming magazines. Thanks to Carola Cudemo from indies4indies.com for setting it up!
    Got some new Unmechanical media and info tomorrow, with dozens of screenshots of all my recent work and some timelapse WIP videos coming up day 4 and 5. Read More

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