Landscape Demo 2 — Hobby Project (2026)
Just like Landscape Demo 1 - Fantasy landscape built for fun. 4 days of work. Fully interactive day and night cycle. Unreal Engine 5.
Details
- Description: Strong emphasis on composition, colors, atmosphere. Project for fun.
- Design and Concept: Own concept. No reference images or concept art used. No gameplay present.
- Environment: Other than the foliage assets, and a few of the rocks, created everything including the cloud materials, and the complex day and night cycle, eclipse effects, the moons, space transition, and so forth.
Landscape Demo 1 — Hobby Project (2023)
Fantasy landscape built for fun. 4 days of work. Fully interactive day and night cycle, including eclipses from the moons. Unreal Engine 5.
Details
- Description: Strong emphasis on composition, colors, atmosphere. Project for fun.
- Design and Concept: Own concept. No reference images or concept art used. No gameplay present.
- Environment: Other than the foliage assets, and a few of the rocks, created everything including the cloud materials, and the complex day and night cycle, eclipse effects, the moons, space transition, and so forth.
Lighthouse Demo — Epic Games (2021)
Demo level and tech talk to support and explain the release of the water features in Unreal Engine. Talk received 400 000 views. Unreal Engine 4.
Details
- Description: Environment built to demonstrate the river and ocean water features, covering the rendering, tools and workflow aspects.
- Design and Concept: No gameplay. Own concept. No reference images used.
- Environment: Lighthouse assets, rocks and trees from the Unreal Engine marketplace. Otherwise all else was self-created, including the cloud and ocean setups. Fully dynamic day and night cycles, including blending to night time skies. Noteworthy is a complex Niagara particle setup that follows the waves and beaches debris with the rythm of the waves.
Taurus Demo (From Ants to Outer Space) — Epic Games (2022)
Demo and tech talk aimed at introducing and explaining the Sky and Atmosphere feature in Unreal Engine, as well as the new volumetric clouds. 500 000+ views. Unreal Engine 4.
Details
- Description: Introduced the new sky and atmospherics rendering features in Unreal Engine, both at ground level, and the transition from ground level to higher altitudes, and onward up into space. Massive scale world. Seamless transition all the way from looking at an ant on the surface, up to viewing the planet from space.
- Design and Concept: No gameplay. No reference images or concepts used.
- Environment: Other than the foliage assets, and the spaceships, created everything including the cloud materials, and the complex day and night cycle, eclipse effects, the moons, space transition, and so forth.
Raytracing Demo — Epic Games (2019)
Demo and tech talk that introduced and explained Raytracing as it got introduced to Unreal Engine 4. Presented at GDC.
Details
- Description: Built on top of a significantly modified reflection content example. Introduced and explained raytrace rendering via a passing subway train, as well as multiple reflective surfaces and light panels.
- Design and Concept: No gameplay. No reference images or concept art used.
- Environment: Built on top of an existing reflection demo environment, restyled and colored it to give it a clearer identity, introduced the train, opened up the spaces and added curved arches, and animated lighting panels to best demonstrate the raytracing features.
Volumetric Fog Demo — Epic Games (2018)
Introduced and explained Volumetric Fog as it was introduced to Unreal Engine 4. Demo and Tech talk, presented at GDC. 200 000 views.
Details
- Description: Introduced volumetric fog rendering via a forest environment.
- Design and Concept: No gameplay. No reference images or concept art used.
- Environment: Used existing foliage assets, and a deer. Fog setups and fog materials were created from scratch.
Cinematic Robot Demo — Epic Games (2018)
Demo and tech talk to walk the audience through setting up an enviroment and a cinematic in Unreal Engine 4 in under 60 minutes.
Details
- Description: City environment built as backdrop for a cinematic setup, involving a fight between two robots.
- Design and Concept: No gameplay. No reference images or concept art used.
- Environment: Uses existing environment assets. Composed the scene, lit it, etc.
Stealth Game Demo — Epic Games (2017)
Demo and tech talk to showcase how to set up an environment and basic stealth game in Unreal Engine 4 in under 60 minutes.
Details
- Description: 20 minutes to build the environment live, 20 minutes to set up the stealth mechanics.
- Design and Concept: No reference images or concept art used. Limited gameplay as part of the demo. Hide from the patrolling NPCs by crouching in the grass.
- Environment: Built using existing environment assets. Assembled the scene, lit it, and so forth. Was able to replicate building the scene, in 20 min, over and over.
The Solus Project Levels — Teotl Studios (2016)
All the levels in the game The Solus Project. Unreal Engine 4. Fully dynamic day and night, weather systems including rain, snow, hail, tornadoes; disasters such as meteor strikes and earthquakes, temperature swings. And so forth
Details
- Description: Level design and environment art for The Solus Project — Commercial Project — Unreal Engine 4 — PC and Oculus Rift
- Design and Concept: Designed the majority of floorplans, puzzles and gameplay. No concept art or reference images used.
- Environment: Responsible for the overall environmental design, lighting, atmosphere, and visual storytelling throughout the game's levels. Handled the atmosphere, art direction, all tech art, optimizations, workflows and so forth.
Mines — Unmechanical (2011)
Built and lit a large portion of a Unmechanical level in Unreal Engine 3, defining its visual style, mood, and technical performance across PC and iOS. Handled environment art, lighting, particles/FX, and optimization, with limited involvement in gameplay design.
Details
- Description: Singleplay platformer level for Unmechanical — Commercial Project — Unreal Engine 3 — PC and iOS (iPad/iPod/iPhone — PC Screenshots but looks nearly identical on iOS)
- Design and Concept: Some small things aside left and right I had nothing to do with the gameplay in this level.
- Environment: I established the whole look and feeling of this unique part of the game. I built out the visuals of large parts of the level (based on gameplay mockups delivered to me), lighted the entire level, and handled most particles and FX work, and ensured the entire level was technically correct and as optimized as possible. I did this for both the PC and iOS versions. Asset wise I created a number of assets myself but most assets were made by the art team.
Miscellaneous — Unmechanical (2011)
Developed and unified the visual style across multiple Unmechanical levels (Pacemaker, Underground, Factory) in Unreal Engine 3 for PC and iOS. Built environments, handled lighting and FX work, contributed minor puzzle design, and ensured optimization and technical consistency throughout.
Details
- Description: Singleplay platformer levels (Pacemaker, Underground, and Factory) for Unmechanical — Commercial Project — Unreal Engine 3 — PC and iOS (iPad/iPod/iPhone — PC Screenshots but looks nearly identical on iOS)
- Design and Concept: I designed a couple of puzzles here and there but had otherwise nothing to do with the large majority of the gameplay.
- Environment: I built out a fair number of areas across these levels myself based on gameplay mock-ups delivered to me, and I went over all other already built areas to unify the art style and approach across the game. I lighted out almost everything in all the levels, and handled most particles and FX work. I also ensured all the levels were technically correct and as optimized as possible. I did this for both the PC and iOS versions. Asset wise I created a number of assets myself but most assets were made by the art team.
City Park — Rekoil (2014)
Designed and built the central gameplay area of a multiplayer FPS level for Rekoil in Unreal Engine 3, contributing to overall layout alongside the team. Set up the visual direction, lighting, color grading, and environment polish ensuring a cohesive look across the level and the rest of the game.
Details
- Description: Multiplayer FPS level for Rekoil — Commercial Project — Unreal Engine 3 — PC
- Design and Concept: I designed the gameplay in the central part of the level, but took over the rest of the gameplay/floorplan as given to me. Involved in the design were also Predrag Pesic and Jason Brice.
- Environment: I built the central part of the level all on my own, but for other parts I started out with partially built areas, and I unified/beautified those. I was responsible for the entire color palette in the level, the post processing and color correction, all lighting, and all of the detailing as well as the majority of architecture. The large majority of the art assets were delivered to me by the Rekoil art team, though I also made a few assets myself where needed.
Streets — Rekoil (2014)
Refined and unified a multiplayer FPS level for Rekoil in Unreal Engine 3, working from an existing gameplay layout. Handled lighting, color grading, and visual polish, enhancing environments and architecture to achieve a cohesive final look.
Details
- Description: Multiplayer FPS level for Rekoil — Commercial Project — Unreal Engine 3 — PC
- Design and Concept: I took over the gameplay/floorplan as given to me. I did not do any significant design work on this level. Involved in the design were Yohan Riou and primarily Jason Brice.
- Environment: I started out with partially built areas, and I unified/beautified those. I was responsible for the entire color palette in the level, the post processing and color correction, all lighting, and a lot of the detailing as well as several major parts of the architecture. The large majority of the art assets were delivered to me by the Rekoil art team, though I also made a few assets myself where needed.
Sawmill — Rekoil (2014)
Designed the full gameplay and floorplan for a multiplayer FPS level in Rekoil (Unreal Engine 3), completed in just 4 days. Built the environment from scratch, handling geometry, lighting, color, detailing, and asset creation to deliver a fully realized level.
Details
- Description: Multiplayer FPS level for Rekoil — Commercial Project — Unreal Engine 3 — PC — Made in just 4 days.
- Design and Concept: I designed the entire floorplan and gameplay experience.
- Environment: I built the level from scratch all by myself. I used several of the art assets made by the Rekoil art team but also produced a fair number myself. I did all of the architecture, detailing, colors, lighting, and so on.
The Bridge — Rekoil (2014)
Developed and polished a multiplayer FPS level for Rekoil in Unreal Engine 3, based on an existing layout. Handled lighting, color grading, and visual cohesion to achieve a consistent final look.
Details
- Description: Multiplayer FPS level for Rekoil — Commercial Project — Unreal Engine 3 — PC
- Design and Concept: I took over the gameplay/floorplan as given to me. I did not do any significant design work on this level. Responsible for the design was Jason Brice.
- Environment: I started out with partially built areas, and I unified/beautified those. I was responsible for the entire color palette in the level, the post processing and color correction, all lighting, and a lot of the detailing as well as several major parts of the architecture. The large majority of the art assets were delivered to me by the Rekoil art team, though I also made a few assets myself where needed.
Prison — Rekoil (2014)
Designed the full gameplay and floorplan for a multiplayer FPS level in Rekoil (Unreal Engine 3), completed in just 5 days. Built the environment from scratch, handling level geometry, lighting, color, detailing, and asset creation for a complete, polished level.
Details
- Description: Multiplayer FPS level for Rekoil — Commercial Project — Unreal Engine 3 — PC — Made in just 5 days.
- Design and Concept: I designed the entire floorplan and gameplay experience.
- Environment: I built the level from scratch all by myself. I used several of the art assets made by the Rekoil art team but also produced a fair number myself. I did all of the architecture, detailing, colors, lighting, and so on.
Riverside — Rekoil (2014)
Expanded and refined a multiplayer FPS level layout for Rekoil (Unreal Engine 3) from an existing layout, completed in just 4 days. Built the environment from scratch, handling geometry, lighting, color, and post-processing.
Details
- Description: Multiplayer FPS level for Rekoil — Commercial Project — Unreal Engine 3 — PC — Made in just 4 days!
- Design and Concept: I started out with a floorplan draft given to me by Jason Brice, and detailed out the floorplan further.
- Environment: Visually, I built the level from scratch all by myself. I used primarily art assets created by the Rekoil art team, and used those to shape up the entire level. Placing all major architecture and details aside, I also was responsible for the colors, lighting, post processing, and so on.
Miscellaneous — Rekoil (2014)
Refined and unified multiple multiplayer FPS levels for Rekoil in Unreal Engine 3, working from existing gameplay layouts by the team. Handled lighting, color palettes, post-processing, detailing, and optimization to ensure visual consistency and performance across levels.
Details
- Description: Multiplayer FPS levels for Rekoil — Commercial Project — Unreal Engine 3 — PC
- Design and Concept: I took over the floorplans and gameplay as was given to me and only did minor design work on these levels. Jason Brice, and to an extent Yohan Riou were responsible for the designs.
- Environment: For all these levels I took over partially built areas, and unified/beautified them. I was responsible for the color palettes in all these levels but Afghan (third level in the screenshots), as well as the lighting and post processing. I also did a fair amount of detailing of several of these levels, as well as optimizations. The large majority of the art assets were delivered to me by the Rekoil art team, though I also made a few assets myself where needed.
KFS Environments — Kung Fu Superstar (2012)
Polished environments for a publisher demo prototype in Unreal Engine 3, creating lighting, skies, particle effects, post-process, color correction, advanced materials, and unifying texture palettes.
Details
- Description: Prototype Levels for the Kung Fu Superstar publisher demo — Commercial Project — Unreal Engine 3 — PC
- Design and Concept: The environments had no gameplay, thus no gameplay was designed whatsoever.
- Environment: I was responsible for the polish of all the environments in the demo. The levels and assets were delivered to me by the team of artists, and I then took those constructed areas and lit them, I made the skies for the environments, almost all particle and special FX work, all post process and color correction work, advanced material work and I unified the texture color palettes.
Portal DLC — The Ball (2011)
Singleplayer DLC level for the game The Ball, made as part of the Potato Sack Portal 2 launch campaign, in cooperation with Valve. Designed the overall grand layout and goal of the level, and created most environment assets while unifying the art style, lighting, and optimization.
Details
- Description: Singleplayer DLC level for the game The Ball — Commercial Project — Unreal Engine 3
- Design and Concept: I designed the overall grand layout and the overall goal of the level, and a number of areas, but let the design of some of the individual rooms and fights to others. Also involved in the level design and scripting of these levels were Mario Marquardt, Kevin Cytatzky, Dan Shannon, Joachim Holmær, Marko Permanto
- Environment: A few exceptions aside I created all environment assets except for the iconic Portal ones (those were given to us by Valve). I created and directed the art style of the level. I took care of unifying the lighting and post processing, general visual touch up, as well as the optimization of many areas. I also built several areas entirely myself. Also involved in the creation of the environment art seen in this level were Mario Marquardt, Markus Palviainen, Kevin Cytatzky, Dan Shannon, Joachim Holmær, Marko Permanto plus the assets delivered by Valve.
Hueca — The Ball (2010)
Singleplayer levels for the game The Ball, contributing to environment art, lighting, and visual polish while working with the team to create cohesive gameplay experiences.
Details
- Description: Singleplayer levels for the game The Ball — Commercial Project — Unreal Engine 3
- Design and Concept: I designed some of the puzzles and gameplay elements, but most of the design was handled by other team members.
- Environment: I contributed to the environment art, lighting, and visual polish. Most textures and modular meshes were created by the art team, with additional contributions from various team members.
Cahua — The Ball (2010)
Singleplayer levels for the game The Ball, focusing on environment art creation, lighting design, and visual consistency across the game world.
Details
- Description: Singleplayer levels for the game The Ball — Commercial Project — Unreal Engine 3
- Design and Concept: I contributed to various design elements but the primary design was handled by other team members.
- Environment: I created environment assets, handled lighting, and contributed to visual polish. Most textures and modular meshes were created by the art team, with contributions from multiple team members.
Teotl — The Ball (2010)
Singleplayer levels for the game The Ball, contributing to environment art, lighting, and visual polish while maintaining consistency with the game's artistic direction.
Details
- Description: Singleplayer levels for the game The Ball — Commercial Project — Unreal Engine 3
- Design and Concept: I contributed to design elements while working with the team on overall level design.
- Environment: I created environment assets, handled lighting, and contributed to visual polish. Most textures and modular meshes were created by the art team, with contributions from various team members.
Pehua and Oztoc — The Ball (2010)
Singleplayer levels for the game The Ball, contributing to environment art creation, lighting design, and visual consistency across multiple levels while working with the development team.
Details
- Description: Singleplayer levels for the game The Ball — Commercial Project — Unreal Engine 3
- Design and Concept: I contributed to design elements while collaborating with the team on overall level design and gameplay mechanics.
- Environment: I created environment assets, handled lighting, and ensured visual consistency across levels. Most textures and modular meshes were created by the art team, with contributions from multiple team members.
Miscellaneous — Syndicate (2009)
Prototype areas for the first few playable builds of Syndicate, building brush-based environments and handling lighting and color design for cutscenes, fly-bys, and style setting.
Details
- Description: Prototype areas for the first few playable builds of Syndicate — Commercial Project — In-house Engine
- Design and Concept: The areas I built had limited to no gameplay and were meant for cutscenes, fly-bys, and setting the style.
- Environment: I built almost everything brush based seen in the screenshots (90% of the environments), and was responsible for the lighting as well as the colors used. Credit to the team of texture artists and modelers, as well as concept artists of the project for the creation of all textures and materials used, as well as the used environment props.
DM Krodan — Unreal Tournament 3 (2008)
Small DM map set in an atmospheric canyon. The first custom level to be released for PS3 ever with the help of Epic Games. Created almost entirely by myself.
Details
- Description: Small DM map set in an atmospheric canyon — Hobby Project — Unreal Engine 3 — The first custom level to be released for PS3 ever with the help of Epic Games
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Except for the car, two statues, and the spiderweb texture, absolutely everything in this level was created by me.
- Download: Hourences.com DL
MP The Spire — Gears Of War (2008)
An estate on top of a spire. Both teams spawn in the gardens surrounding the house, and fight out their battle in the central hallway. Made in four days!
Details
- Description: An estate on top of a spire. Both teams spawn in the gardens surrounding the house, and fight out their battle in the central hallway — Hobby Project — Unreal Engine 3 — Made in four days!
- Design and Concept: Inspired by the Gears Of War art style, besides that, it was self designed and conceptualized.
- Environment: Most textures and modular meshes were created by Epic's art team. All BSP as well as the entire surrounding scene with all the spires, rocks and so on were modeled by myself. This also goes for all lighting and special effects.
- Download: BeyondUnreal
CTF-JunkCity — Huxley (2007)
A large shanty town, dominated by a massive pipeline cutting through the valley, leaking acid. A commercial project created with Webzen's art team assets.
Details
- Description: A large shanty town, dominated by a massive pipeline cutting through the valley, leaking acid — Commercial Project — Unreal Engine 3
- Design and Concept: Entirely self designed and conceptualized.
- Environment: Most generic textures and modular meshes were created by Webzen's art team. Everything else was made by me.
CTF-Crater — Huxley (2007)
Struck by a meteor, the medium sized CTF level takes place on the edge of the crater. Created with Webzen's art team assets and additional terrain modeling.
Details
- Description: Struck by a meteor, the medium sized CTF level takes place on the edge of the crater — Commercial Project — Unreal Engine 3
- Design and Concept: Self designed and conceptualized.
- Environment: Most content by Webzen's art team except for large bits of rock and other terrain which I modeled. Additional help from Robert Horvart.
DM-Crevice — Huxley (2007)
A square in a city ruined by a devastating earth quake, that created a series of deep crevices cutting through the area. Created with Webzen's art team assets.
Details
- Description: A square in a city ruined by a devastating earth quake, that created a series of deep crevices cutting through the area — Commercial Project — Unreal Engine 3
- Design and Concept: Entirely self designed and conceptualized.
- Environment: Most generic textures and modular meshes were created by Webzen's art team. Everything else was made by me.
DM-ThinIce — Warpath (2006)
A high tech futuristic Deathmatch level set in a cold environment. Created with Digital Extremes art team assets and additional custom content.
Details
- Description: A high tech futuristic Deathmatch level set in a cold environment — Commercial Project — Unreal Engine 2
- Design and Concept: The level was self designed and conceptualized.
- Environment: Most textures and modular meshes were created by the Digital Extremes Art team. Everything else was self created. Extra credit to Jean "Chicoverde" Rochefort for additional help.
CTF-Decay — Warpath (2006)
A medium sized rusty industrial Capture The Flag level. Created with Digital Extremes art team assets and additional custom content.
Details
- Description: A medium sized rusty industrial Capture The Flag level — Commercial Project — Unreal Engine 2
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Most textures and modular meshes were created by the Digital Extremes Art team. Everything else was self created. Extra credit to Jean "Chicoverde" Rochefort for additional help.
2007 - 2011
Levels created during The Chronicles Of Spellborn period (2005-2007)
Parliament — The Chronicles Of Spellborn (2005/6)
The world Parliament is made up out of four huge outdoor levels. It has multiple areas such as the Hawksmouth canyon with a city and a forest, a huge Midland world with a large forest as well as farmland, a Swamp area and a Lowlands Forest world with a large moor. The entire world is 1000 times larger than an average UT level.
Details
- Description: The world Parliament is made up out of four huge outdoor levels. It has multiple areas such as the Hawksmouth canyon with a city and a forest, a huge Midland world with a large forest as well as farmland, a Swamp area and a Lowlands Forest world with a large moor. The entire world is 1000 times larger than an average UT level — Commercial Project — Unreal Engine 2 — Screenshots may not represent the level as it is found in the game.
- Design and Concept: The level was largely self designed and conceptualized - inspired by the game's general style - I also designed the floorplan, but not the gameplay.
- Environment: Most textures and meshes were made by the TCOS art team with the exception of all the terrains and rocks/mountains which were all self-made. 95 percent of all the meshes in the world I placed myself (30 000+ meshes) as well as all the lighting (6000+ lights). I also created the atmosphere, special effects, shaders and materials, day and night cycles, the sky, vegetation and so on and I optimized all of it.
Slywood — The Chronicles Of Spellborn (2005/6)
Slywood is part of the world Ringfell and is one of the more scary and darker areas of the game - Commercial Project - Unreal Engine 2 - Screenshots may not represent the level as it is found in the game.
Details
- Description: Slywood is part of the world Ringfell and is one of the more scary and darker areas of the game — Commercial Project — Unreal Engine 2 — Screenshots may not represent the level as it is found in the game.
- Design and Concept: The level was largely self designed and conceptualized - inspired by the game's general style - I also designed the floorplan, but not the gameplay.
- Environment: Most textures and meshes were made by the TCOS art team with the exception of all the terrains and rocks/mountains which were all self-made. 95 percent of all the meshes in the world I placed myself (25 000+ meshes) as well as all the lighting (5000+ lights). I also created the atmosphere, special effects, shaders and materials, day and night cycles, the sky, vegetation and so on and I optimized all of it.
RingFell — The Chronicles Of Spellborn (2005/6)
The world RingFell is made up out of four huge outdoor levels. It has two main areas: Upper and Lower. While the upper area is wet and lush, the lower areas are very desolate and dead. The lower area was once the bottom of a sea. The entire world is roughly a 1000 times larger than the average UT level.
Details
- Description: The world RingFell is made up out of four huge outdoor levels. It has two main areas: Upper and Lower. While the upper area is wet and lush, the lower areas are very desolate and dead. The lower area was once the bottom of a sea. The entire world is roughly a 1000 times larger than the average UT level — Commercial Project — Unreal Engine 2 — Screenshots may not represent the level as it is found in the game.
- Design and Concept: The level was largely self designed and conceptualized - inspired by the game's general style - I also designed the floorplan, but not the gameplay.
- Environment: Most textures and meshes were made by the TCOS art team with the exception of all the terrains and rocks/mountains which were all self-made. 95 percent of all the meshes in the world I placed myself (25 000+ meshes) as well as all the lighting (5000+ lights). I also created the atmosphere, special effects, shaders and materials, day and night cycles, the sky, vegetation and so on and I optimized all of it.
Raftyard 1 — The Chronicles Of Spellborn (2005/6)
A raftyard is a group of inhabited floating rocks in the Deadspell Storm - Commercial Project - Unreal Engine 2 - Screenshots may not represent the level as it is found in the game.
Details
- Description: A raftyard is a group of inhabited floating rocks in the Deadspell Storm — Commercial Project — Unreal Engine 2 — Screenshots may not represent the level as it is found in the game.
- Design and Concept: The level was largely self designed and conceptualized - inspired by the game's general style - I also designed the floorplan, but not the gameplay.
- Environment: Art wise, except the textures and some smaller meshes, it was created entirely by me. Including the sky.
Raftyard 2 — The Chronicles Of Spellborn (2005/6)
A raftyard is a group of inhabited floating rocks in the Deadspell Storm - Commercial Project - Unreal Engine 2 - Screenshots may not represent the level as it is found in the game.
Details
- Description: A raftyard is a group of inhabited floating rocks in the Deadspell Storm — Commercial Project — Unreal Engine 2 — Screenshots may not represent the level as it is found in the game.
- Design and Concept: The level was largely self designed and conceptualized - inspired by the game's general style - I also designed the floorplan, but not the gameplay.
- Environment: Art wise, except the textures and most (smaller) meshes and constructions, it was created by me. Including the sky.
Raftyard Fortress — The Chronicles Of Spellborn (2005/6)
A very large and inhabited raftyard on which an hostile fortress is build. The level is the headquarters of the Glaive faction, one of the main enemy clan the player faces in the game.
Details
- Description: A very large and inhabited raftyard on which an hostile fortress is build. The level is the headquarters of the Glaive faction, one of the main enemy clan the player faces in the game — Commercial Project — Unreal Engine 2 — Screenshots may not represent the level as it is found in the game.
- Design and Concept: The level was largely self designed and conceptualized with the exception of the constructions - inspired by the game's general style - I also designed the floorplan, but not the gameplay.
- Environment: Art wise, except the textures and most (smaller) meshes and constructions, it was created by me. Including the sky.
The Deadspell Storm — The Chronicles Of Spellborn (2005/6)
The magical storm that surrounds the playable worlds. The players must travel through it using airships to go from one world to another.
Details
- Description: The magical storm that surrounds the playable worlds. The players must travel through it using airships to go from one world to another — Commercial Project — Unreal Engine 2 — Screenshots may not represent the level as it is found in the game.
- Design and Concept: Apart from the general concept, the airships, and the world exteriors I designed the level myself, including the look and feel of the level, atmosphere, colors, styling, detail and so on.
- Environment: Art wise, except some of the textures, the world meshes, and airships, it was created by me.
The Green District — The Chronicles Of Spellborn (2005/6)
The not-so-Green District, part of the capital city Quarterstone, was been hit by a chemical explosion in the past and has been abandoned ever since.
Details
- Description: The not-so-Green District, part of the capital city Quarterstone, was been hit by a chemical explosion in the past and has been abandoned ever since — Commercial Project — Unreal Engine 2 — Screenshots may not represent the level as it is found in the game.
- Design and Concept: I designed about half of what's in the level.
- Environment: I created the park area in front of the citadel, and the atmosphere, lighting, the sky, and I optimized it all.
Citadel Of Ail — The Chronicles Of Spellborn (2005/6)
A large citadel in which scholars were housed. The citadel was ruined and abandoned after a chemical explosion that also wrecked much of the surrounding Green District.
Details
- Description: A large citadel in which scholars were housed. The citadel was ruined and abandoned after a chemical explosion that also wrecked much of the surrounding Green District — Commercial Project — Unreal Engine 2 — Screenshots may not represent the level as it is found in the game.
- Design and Concept: I designed the color pallet and atmosphere.
- Environment: I did the lighting, sky, atmosphere, special effects and optimization.
AQ Ormoburu — The Chronicles Of Spellborn (2005/6)
An Ancestral Quest instance set in a dark and spooky swamp.
Details
- Description: An Ancestral Quest instance set in a dark and spooky swamp — Commercial Project — Unreal Engine 2 — Screenshots may not represent the level as it is found in the game.
- Design and Concept: The level was largely self designed and conceptualized with the exception of the constructions - inspired by the game's general style - I also designed the floorplan, but not the gameplay.
- Environment: Art wise, except the textures and most (smaller) meshes and constructions, it was created by me. Including the sky.
Carnyx — The Chronicles Of Spellborn (2005/6)
An Ancestral Quest instance set in a rocky area with a small temple and a large underground cave system.
Details
- Description: An Ancestral Quest instance set in a rocky area with a small temple and a large underground cave system — Commercial Project — Unreal Engine 2 — Screenshots may not represent the level as it is found in the game.
- Design and Concept: The level was largely self designed and conceptualized with the exception of the constructions - inspired by the game's general style - I also designed the floorplan, but not the gameplay.
- Environment: Art wise, except the textures and most (smaller) meshes and constructions, it was created by me. Including the sky.
AQ Demon Army Camp — The Chronicles Of Spellborn (2005/6)
An Ancestral Quest instance set in a rocky area with a large demon camp.
Details
- Description: An Ancestral Quest instance set in a rocky area with a large demon camp — Commercial Project — Unreal Engine 2 — Screenshots may not represent the level as it is found in the game.
- Design and Concept: The level was largely self designed and conceptualized with the exception of the constructions - inspired by the game's general style - I also designed the floorplan, but not the gameplay.
- Environment: Art wise, except the textures and most (smaller) meshes and constructions, it was created by me. Including the sky.
Trial Caves 35 and 50 — The Chronicles Of Spellborn (2005/6)
Two trial caves for players to test their skills against increasingly difficult enemies.
Details
- Description: Two trial caves for players to test their skills against increasingly difficult enemies — Commercial Project — Unreal Engine 2 — Screenshots may not represent the level as it is found in the game.
- Design and Concept: The level was largely self designed and conceptualized with the exception of the constructions - inspired by the game's general style - I also designed the floorplan, but not the gameplay.
- Environment: Art wise, except the textures and most (smaller) meshes and constructions, it was created by me. Including the sky.
Quarterstone City — The Chronicles Of Spellborn (2005/6)
The capital city of the game world, featuring multiple districts and environments.
Details
- Description: The capital city of the game world, featuring multiple districts and environments — Commercial Project — Unreal Engine 2 — Screenshots may not represent the level as it is found in the game.
- Design and Concept: The level was largely self designed and conceptualized with the exception of the constructions - inspired by the game's general style - I also designed the floorplan, but not the gameplay.
- Environment: Art wise, except the textures and most (smaller) meshes and constructions, it was created by me. Including the sky.
Miscellaneous — The Chronicles Of Spellborn (2005/6)
Various smaller environments and areas created for the game.
Details
- Description: Various smaller environments and areas created for the game — Commercial Project — Unreal Engine 2 — Screenshots may not represent the level as it is found in the game.
- Design and Concept: The level was largely self designed and conceptualized with the exception of the constructions - inspired by the game's general style - I also designed the floorplan, but not the gameplay.
- Environment: Art wise, except the textures and most (smaller) meshes and constructions, it was created by me. Including the sky.
2002 - 2005
Levels created during UT2003/UT2004 period
DM-Redkin — Unreal Tournament 2004 (2005)
Redkin is an industrial timepiece, forgotten and lost in the depths of the Na Pali Siloris' Canyon. Built into the cliff side no human has set foot in the facility for years.
Details
- Description: Redkin is an industrial timepiece, forgotten and lost in the depths of the Na Pali Siloris' Canyon. Built into the cliff side no human has set foot in the facility for years. With its machinery still active and purring with activity as the warm Nali sun heats the facility, its metal traps the warmth causing those who dare to enter to drown in their own sweat. The level is a medium sized DM map is set in an industrial building. 3.5 room based well flowing map. One to two floors high and entirely indoor — Hobby Project — Unreal Engine 2
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Except the van and the spitfire (by Desperado) pretty much everything was created entirely by me.
- Download: Hourences.com DL
ONS-Dinora — Unreal Tournament 2004 (2004)
A map set in a rocky desert environment with ancient ruins and a central oasis.
Details
- Description: A map set in a rocky desert environment with ancient ruins and a central oasis — Hobby Project — Unreal Engine 2
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Except the textures everything was created entirely by me.
- Download: Hourences.com DL
ONS-Sidaro — Unreal Tournament 2004 (2004)
Two Skaarj bases battle each other on the banks of a small river.
Details
- Description: Two Skaarj bases battle each other on the banks of a small river — Commercial Project — Epic's UT2004 Add on — Unreal Engine 2
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Except some alien meshes and some textures used for the sky pretty much everything was created entirely by me.
ONS-Adara — Unreal Tournament 2004 (2004)
A map set on a forgotten beach where ancient shipwrecks and aged rocks become the battlefield for an epic confrontation.
Details
- Description: A map set on a forgotten beach where ancient shipwrecks and aged rocks become the battlefield for an epic confrontation — Hobby Project — Unreal Engine 2
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Except the trees pretty much everything was created entirely by me.
- Download: Hourences.com DL
DM-Argel — Unreal Tournament 2004 (2004)
A deserted building, serving as a refuge for those who seek shelter from the freezing world outside. Ice cold level set in a combination of a standard industrial building combined with fantasy.
Details
- Description: A deserted building, serving as a refuge for those who seek shelter from the freezing world outside. Ice cold level set in a combination of a standard industrial building combined with fantasy. The map has 3 main rooms and is Medium sized — Hobby Project — Unreal Engine 2 — Honorable Mention Best Level MSU Phase 3 UT2004
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Everything was created entirely by me.
- Download: Hourences.com DL
DM-Sae — Unreal Tournament 2004 (2003)
A level set in a futuristic industrial environment with advanced machinery and complex architecture.
Details
- Description: A level set in a futuristic industrial environment with advanced machinery and complex architecture — Hobby Project — Unreal Engine 2
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Everything was created entirely by me.
- Download: Hourences.com DL
ONS-Dawn — Unreal Tournament 2004 (2003)
Medium sized Warm fantasy styled level. The level takes place around a lush create with two bases on opposite ends. The crates two center nodes and various ways in and out create interesting gameplay.
Details
- Description: Medium sized Warm fantasy styled level. The level takes place around a lush create with two bases on opposite ends. The crates two center nodes and various ways in and out create interesting gameplay — Commercial Project — Unreal Engine 2 — Created for Epic Games for UT2004 — Note that the screenshots represent a personal version of the level
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Most textures and meshes by Epic Games, the rest was created by me.
DM-1on1-Idoma — Unreal Tournament 2004 (2003)
Small indoor level set in a building with a mix between Industrial and natural. First level of the singleplay game.
Details
- Description: Small indoor level set in a building with a mix between Industrial and natural. First level of the singleplay game — Commercial Project — Unreal Engine 2 — Created for Epic Games for UT2004
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Except the textures pretty much everything was created entirely by me.
ONS-Torlan — Unreal Tournament 2004 (2003)
A lush valley with a dried up riverbed in the middle. Torlan means "on the river shores".
Details
- Description: A lush valley with a dried up riverbed in the middle. Torlan means "on the river shores" — Commercial Project — Unreal Engine 2 — Created for Epic Games for UT2004 — Included in the UT2004 Demo — One of the most popular multiplayer levels ever — The level was the prototype level for this gametype — Note that the screenshots represent a personal version of the level
- Design and Concept: The level was largely self designed and conceptualized, number of tweaks and small things aside.
- Environment: Terrain textures and most meshes by Streamline Studios, everything else by me.
- Download: UT2004 Demo - BeyondUnreal
DM-Rrajigar — Unreal Tournament 2004 (2003)
A dark gloomy cavern. Loosely inspired by Unreal's Rrajigar level.
Details
- Description: A dark gloomy cavern. Loosely inspired by Unreal's Rrajigar level — Commercial Project — Unreal Engine 2 — Created for Epic Games for UT2004 — Used for the E3 demo
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Except the textures pretty much everything was created entirely by me.
ONS-Dria — Unreal Tournament 2004 (2003)
Very large medieval inspired level set on the shores of a large frozen river.
Details
- Description: Very large medieval inspired level set on the shores of a large frozen river — Commercial Project — Unreal Engine 2 — Created for Epic Games for UT2004 — note that the screenshots represent a personal version of the level
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Textures and most meshes by Epic Games, everything else was created entirely by me.
DM-Rankin — Unreal Tournament 2004 (2003)
Set in a dark factory this level provides hardcore gameplay with a thunder storm raging outside.
Details
- Description: Set in a dark factory this level provides hardcore gameplay with a thunder storm raging outside. Medium sized but suitable for all types of player loads and lots of gameplay — Commercial Project — Unreal Engine 2 — Created for Epic Games for UT2004 — Included in the UT2004 Demo — One of the most popular multiplayer levels ever
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Except the textures pretty much everything was created entirely by me.
- Download: UT2004 Demo - BeyondUnreal
CTF-Addien-Dwy — Unreal Tournament 2003 (2003)
Small level set in a very atmospheric estate during a calm summer night. A murder just took place and one can feel the mysterious death everywhere in the level.
Details
- Description: Small level set in a very atmospheric estate during a calm summer night. A murder just took place and one can feel the mysterious death everywhere in the level — Hobby Project — Unreal Engine 2 — Best Level Using Original Content 4th place MSU UT2004 Phase 1
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Except a number of textures (by Epic and GMotha) pretty much everything was created entirely by me.
- Download: Hourences.com DL
DB-Ship — Unreal Tournament 2003 (2003)
Medium sized Deathball Level set inside the cargo area of a futuristic ship.
Details
- Description: Medium sized Deathball Level set inside the cargo area of a futuristic ship — Hobby Project — Unreal Engine 2
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Except the textures everything was created entirely by me.
- Download: Hourences.com DL
1999 - 2002
Levels created during Unreal Tournament period
DOM-Horean — Unreal Tournament (2003)
A very tall and vertical sci fi level with an abstract style.
Details
- Description: A very tall and vertical sci fi level with an abstract style — Hobby Project — Unreal Engine 1
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Entirely created by me.
- Download: Hourences.com DL
Xidia Gold — Unreal Tournament (2002)
Add on singleplay level for the Mod Xidia. The entire add on doubled the size of the Mod and brought the number of levels to 17.
Details
- Description: Add on singleplay level for the Mod Xidia. The entire add on doubled the size of the Mod and brought the number of levels to 17 — Hobby Project — Unreal Engine 1
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Except for about half the textures everything was created entirely by me.
- Download: Hourences.com DL
Operation Na Pali — Unreal Tournament (2002)
A large singleplayer campaign set on the planet Na Pali, continuing the story from Unreal.
Details
- Description: A large singleplayer campaign set on the planet Na Pali, continuing the story from Unreal — Hobby Project — Unreal Engine 1
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Except the textures everything was created entirely by me.
- Download: Hourences.com DL
CTF-Raid — Unreal Tournament (2002)
A Capture the Flag level set in an industrial facility with multiple routes and strategic positions.
Details
- Description: A Capture the Flag level set in an industrial facility with multiple routes and strategic positions — Hobby Project — Unreal Engine 1
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Except the textures everything was created entirely by me.
- Download: Hourences.com DL
DM-Amon — Unreal Tournament (2001)
A deathmatch level set in an Egyptian-themed temple complex.
Details
- Description: A deathmatch level set in an Egyptian-themed temple complex — Hobby Project — Unreal Engine 1
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Except the textures everything was created entirely by me.
- Download: Hourences.com DL
DM-Sion — Unreal Tournament (2001)
Sion is an industrial level with loads of ramps and z action.
Details
- Description: Sion is an industrial level with loads of ramps and z action — Hobby Project — Unreal Engine 1
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Except the textures everything was created entirely by me.
- Download: Hourences.com DL
CTF-Area52 — Unreal Tournament (2001)
Large flat and open level with high tech buildings, loosely inspired by Aliens.
Details
- Description: Large flat and open level with high tech buildings, loosely inspired by Aliens — Hobby Project — Unreal Engine 1
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Except the textures (By Rebellion) everything was created entirely by me.
- Download: Hourences.com DL
CTF-Aron — Unreal Tournament (2002)
Small and indoor industrial level, a thunderstorm rages outside. Close combat level.
Details
- Description: Small and indoor industrial level, a thunderstorm rages outside. Close combat level — Hobby Project — Unreal Engine 1
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Except the textures everything was created entirely by me.
- Download: Hourences.com DL
Ortican — Unreal Tournament (2001)
Ortican was my first single player level and was set in a rocky valley with a huge high tech base in the middle. The goal was to infiltrate the base and assassinate the Queen inside.
Details
- Description: Ortican was my first single player level and was set in a rocky valley with a huge high tech base in the middle. The goal was to infiltrate the base (two ways in) and assassinate the Queen inside. The level is extremely large and takes hours to get trough. You're send all the way down into the caverns below the base, and then all the way up again into the tower — Hobby Project — Unreal Engine 1
- Design and Concept: The level was entirely self designed and conceptualized.
- Environment: Except the textures everything was created entirely by me.
- Download: Hourences.com DL
CTF-Ortican — Unreal Tournament (2001)
A Capture the Flag version of the Ortican level, adapted for team gameplay with strategic flag positions.
Details
- Description: A Capture the Flag version of the Ortican level, adapted for team gameplay with strategic flag positions — Hobby Project — Unreal Engine 1
- Design and Concept: The level was adapted from the original Ortican single player level for CTF gameplay.
- Environment: Based on the original Ortican level with modifications for team gameplay.
- Download: Hourences.com DL



























































































































































































































































































































































































































































































































































































































































































