Game Developer - Level Designer - Environment Artist - Author - Tutor - 18 Years of experience with Unreal Engine 1, 2, 3, 4
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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.





    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 the conclusion that in order to for the game to have a reasonable chance of success, we had to support more iOS devices. The original plan was to go for iPad2 minimum, but over the past 4 months we’ve been hard at work at further optimizing the game, and we can now proudly say that we got the game working on pretty much every single iOS device out there.

    We are now supporting iOS4.3/iPhone3GS/iPod 4th Gen/iPad1, and everything newer than that. We did tons of heavy modifications to all of our content and to the engine itself. I’ve learned a huge amount of deep technical stuff by doing this kind of work the past year, so it has been very valuable on a technical level.

    The game is scheduled for release some time later this month, or in February. Most likely. No promises there.

    Some new iOS screenshots. These are in-game shots of the game running on iPad4.


    Huge update tomorrow! Dozens of screenshots of my latest levels.

    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.

    I am going to post one update a day for rest of this week, to give you an idea of everything I have been up to in 2012.

    Hourences.com

    As you may have noticed Hourences.com got updated.

  • I removed the no longer functional Jobs pages.
  • I redid the texture pages. All texture packs are now combined on one page, and I fixed up all the broken download links. I also changed the license of my textures. The textures are now free for both commercial and non commercial use.
  • And the most obvious change, I redesigned the layout of the main menu to give easier access to the most important pages, and to prepare for a large future update. Ryan my webdesigner and I have been working on a major extension of the site the last two months, and the updated menu is step one of that. Plan is to launch this secret new section some time before the end of this winter, but we will see.
  • FutureGames Class of 2012 – Game Project 1

    I am still teaching at the education FutureGames, and once more we’ve thrown our students into the deep end right away. I think the results have been particularly good this year.

  • 7 UDK Games running on iPad2s.
  • Made by the new group of students of class 2012.
  • Students received just five days of teaching from me and my colleague before they began to work on these games. This is the first thing they did.
  • The games were made in just two weeks time.
  • Not a single line of code was written for any of these games. No UnrealScript, no Scaleform. Pure Kismet.
  • Together with Tobias Lundmark I made a video of these games. All footage was captured directly from an iPad2.

    Second post of the day, while we are at it I want to voice my thoughts on Steam Greenlight. I think the basic idea is good, but it is far from where it should be right now.

    For example this is currently the most popular, or one of the most popular games on Steam Greenlight. With all do respect, but I don’t see how that will make it into a finished game. On the other hand there are games out there with development budgets of hundreds of thousands if not millions that do not get much attention because they are flushed away by the sheer volume of games added all the time, many of them tiny productions or just plain ideas. A day in I already do not know where to begin looking at the games. And the more fluff there will be on Steam Greenlight, the more the average viewers will step out, and the more the system will be controlled by a small hardcore crowd with too much time on their hands I believe.

    This game for example was posted on about the same time as the aforementioned game, looks like a much more complete and functional game, yet has almost no votes whatsoever. And how about this game. Been posted fairly recently, but has much higher budget and production values.

    There are also plenty of trolling attempts coming by. I saw Battlefield 3 floating by in Russian earlier today, and a game with pictures of Anders Breivik.

    All too often with things like these it are not the good products that make it, it are the “dreams” that get popular. Sell an idea that makes people dream, say for example Building a Colony on Mars or Oyua and you will get yourself plenty of attention. Dreams aren’t playable though. Games are. It should always be about products, not about dreams. It does not matter how awesome an idea is, if it does not make it into a finished and sustainable product it is utterly irrelevant.

    I would love to see the entire system more business focused and not gamer focused. I would try to keep the average viewer returning to Steam Greenlight as much as possible to reduce the risk of getting the entire system run by a small group of users, and I would do that through:

  • Reduce the amount of fluff as much as possible. The clutter will destroy the system and scare average viewers away.
  • Run continuous incentives to draw average viewers into Greenlight throughout the year, so the user pool does not stagnate.
  • Make it prestigious for companies to post their games on Greenlight. A professional environment with quality games and pitches, even if some of the concepts would turn out to be unpopular or unfitting for Steam, they’d still be presented in a professional way. Make it feel as little as a high school social networking place as possible.
  • No thumbs down. Have a positive atmosphere and reduce the amount of trolling to the maximum.
  • Require a playable demo before being allowed to post your game, or a gameplay video at the least. If you cannot get a working prototype done, you will not be able to ever make a game either.
  • Require, and this is an absolute must for me, people to first register as a Greenlight developer before being allowed to post games, and restrict the registration only to proper businesses, meaning those with a registered company. That can still be one guy on his own making indie games, but with a properly registered business. That is something you would need anyway, as you wouldn’t be able to sell games anyway without it. And that would immediately remove all minors, and all people who aren’t serious.
  • The irony of the whole indie revolution is that so many people got into it, that in order for the whole thing to continue to work it will fall back into almost exactly the situation we came from about five years ago. In order to stand out, get attention, and make it through all the gatekeepers like Steam or the console developers, you will soon need (and often already need this kind) a publisher who can open the doors for you that you need opened. I know plenty of developers who approach traditional publishers just for the sake of getting a spot on Steam or XBLA, because they cannot manage on their own. I don’t immediately have a solution for that either. There are just way too many games out there.

    Rekoil

    Since February this year I have been working as freelance level designer/artist/environment art director on the competitive FPS Unreal Engine game Rekoil

    A first trailer has just gone up.

    The game has also gone up on Steam Greenlight – Please give us your support! Takes just a second to push the Like button :)

    This has been, and still is, a very fun game to work on. It kind of goes back to what I started out with. Classic FPS gameplay, competitive, and a wide variety of multiplayer level that gives a lot of creative freedom and possibilities to me as a developer. Jason Brice, the guy behind the game and CEO is also one of the nicest guys and bosses I have worked with in my decade in the games industry. He has poured tons of dedication and money into getting his game off the ground and could really use your support.

    I have worked on most of the levels of the game. Some from scratch and all on my own, though most of them in collaboration with the other developers in the team. I spent a lot of time on optimization and polish passes, and getting an art style going in the levels. I will be showing all the things I have done for the game so far over the coming weeks/months.

    Unmechanical

    Last Wednesday was the release part of Unmechanical in Stockholm. Here is a photo of almost the entire team.

    As you may know, Unmechanical was released for PC about three weeks ago and is on sale for 9.99 USD. The iOS version is going a bit slower than expected but still very much underway.

    My new game Unmechanical has been released for PC!

    Get the game now on Steam, GOG, GamersGate, and Onlive for less than 10$

    As part of our Unmechanical launch campaign, we’ve also began selling a DRM free copy of The Ball on GOG.com and introduced a permanent price drop. The Ball is now only 9.99 USD.

    Here are some screenshots of areas that I have done a lot of work on/major impact on visuals:





    And a couple more shots of areas that I did something on, though to a lesser extend than the screenshots above.


    Next up, the iOS version! Hoping to get that done by the end of the month!

    Like I’ve said last week, the iOS conversion of Unmechanical is something that I am particularly proud of. I’ve been solely responsible for converting all the content to iOS and managed to get normal maps and specular working, along with color grading, fog planes, and so on at near no performance cost through various tricks. The game runs on a vanilla standard UDK, and the exact same packages and levels are used for both PC and iOS. The graphics and level of detail in the level scales down automatically on iOS, and we got different Kismet chains dependent on the platform.

    All of this runs 30 FPS average on an iPad2 and iPhone 4S. 40 to 50 FPS on an iPad3 with MSAA enabled.

    Here are the first iOS screenshots of the game, compared to the same locations on PC. Not everything is of course exactly the same, it is first of all an entirely different device and GPU to begin with, but it got pretty close.








    Feel free to join in on the Unmechanical Facebook page by the way :)

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