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Leadership
UNREAL ENGINE

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Levels


All versions
  • Very extensive experience with each generation of the Unreal Engine - Unreal Engine 1, 2, and 3.

  • I have been working with the Unreal Engine on a nearly daily basis since 1999.

  • I have created at least 100 levels in the Unreal Engine, I have worked on 8 mods using the engine, and 5 games.

  • My Unreal Engine knowledge focuses entirely on content creation.

  • I have done contracts for Epic Games, twice.

  • I have given lectures and workshops on Unreal Engine 3 - For the studios Vstep and Playlogic, and for educations and universities in several countries.

  • I have been highly active in the Unreal Mod Community for over 10 years. I moderate a number of Unreal Engine development forums and chat channels.

  • I run one of the most popular Unreal Engine tutorial websites, with 250.000 visitors a year.


  • Workflow
  • I work really fast. I know the most optimal and fastest way of working for each generation of the engine.

  • I have made a whole number of levels in record breaking times. Sae for example was made in just 7 evening, even while it used all new art assets. The Spire was made in a record breaking 3 days. My level Krodan may have took a month to model, once it was modeled, it took me a mere 16 hours to place everything, create all materials, optimize all of it, do all the lighting, all the particles, the AI, and so on.


  • Optimization
  • I am very knowledgeable of how the engine renders things, and what it likes and doesn't like.

  • I am also up to date with modeling and advanced texture optimization tricks.

  • My game "The Ball" is only little over 1 GB large even while it is localized into 9 languages, has a dozen levels, 8 hour long story campaign, and three different environment styles.

  • My personal level Krodan runs on both PS3 and PC, and runs smoother than the retail levels.

  • For the Unreal Engine game "The Chronicles of Spellborn" I was responsible for the optimization of all the levels. I was also responsible for keeping an eye on all the textures made for the game, and at point I managed to reduce the entire game 600 MB size, with minimal or no visual impact.


  • Sub Editors
  • I am very well versed in all the sub editors Unreal Engine has, including Matinee, Kismet, the material editor, the staticmesh editor, Cascade, the terrain editor, and so on.

  • I created a very large number of environment and combat particle effects for the Unreal Engine game "The Chronicles of Spellborn". I also created all of the particles and effects for the game "The Ball", and I created a number of particles for the studio VStep, using Unreal Engine.

  • I have created a large number of materials in Unreal Engine 2 and 3. I estimate I have made more than 750 in Unreal Engine 3 alone already. A number of those were really complex.












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