|
|
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.
|
|
|
|
|