Hourences Portfolio


Last Update April 2026

Resume

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Senior Director, Product

Full-time

Sep 2014 - Present · 12 years

Senior Director of Product 2026 - ...

  • Project lead on a new and unannounced project.

Director of Developer Community & Senior Director of Developer Experience 2020 - 2025

  • Looked after the overall unified vision for web based developer and creator experience for Unreal Engine, Fortnite and Epic's other developer tools and services, with as aim to provide the best possible resources and channels to help developers succeed.
  • Lead the teams responsible for Unreal Engine documentation, community, sample projects, tutorials, tech talks, tech marketing, and livestreams.
  • Vision holder, founder and Product Owner for the Epic Developer Community website that brings together forums, tutorials, courses, snippets, documentations, profiles to serve at scale support to over 200 000 developers a month.
  • Product Owner of UnrealEngine.com and other product sites.
  • Got involved in the 3D asset marketplace Fab as Product Owner after its difficult initial release to course correct things. Rapidly introduced improvements to the UX, search, and other features, and set up a public roadmap and livestreams to engage honestly with the community over its problems.

Senior Evangelist & Lead Evangelist 2014 - 2020

  • In pre-covid years introduced and established the concept of evangelism at the company and extensively traveled the world to introduce and establish Unreal Engine 4, visiting hundreds of conferences and educations, and thousands of studios. I held countless talks and technical workshops ranging from meetups with 10 people in small cities to speaking at the European Parliament.
  • As originally one of just two Epic people on the ground in Europe instrumental in launching the Unreal Engine business on the continent by mapping out the industry in different countries, identifying potential business leads, and relationship building. All the while driving adoption and awareness to features and business terms, as well as providing technical support to existing licensees, during the whole lifecycle of Unreal Engine 4.

Creative/Project Lead - Founder

Full-time

Oct 2009 - Dec 2016 · 7 years

Founded and led an indie studio focused on high-end, single-player Unreal Engine games with a strong emphasis on environment and atmonthsphere. As founder and creative lead, drove all major aspects of development, marketing and distribution. The studio released three PC/console titles, selling over one million copies.

The Solus Project - PC/Xbox One/PS4/VR - 2016

Designed and created the Unreal Engine 4 game The Solus Project, owning the project end-to-end over three years. Handled all gameplay design, art direction, and overall vision; handled environment art, sound design, gameplay scripting, particles, and tech art. Also managed marketing, business development, and community through a successful commercial launch.

Unmechanical - PC/iOS/Android/PS3/PS4/Xbox 360/Xbox One - 2012

Pulled together the visual style throughout Unreal Engine 3 title, contributing level art and polishing. Did level art for a large number of areas. Cleaned up the art assets and level content across the game and ensured everything was technically correct and optimized. Led the content side of the PC-to-iOS porting and managed distribution, publishing, and business development, achieving broad retail/digital reach and a worldwide Apple feature.

The Ball Portal DLC - PC - 2011

Built, directed, and optimized a large 'Portal mix The Ball' DLC level for Valve's Portal 2 release, in collaboration with Valve.

The Ball - PC - 2010

As Creative and Project Lead on the Unreal Engine 3 game "The Ball" I took care of the overall vision of the game, its gameplay design, art style, a large number of art assets, levels, effects, UI, optimization and so forth. As well as project management, marketing, business development. Saw the game through its 2.5 year dev cycle to a successful retail/digital PC launch.

Game Design Head Teacher and Internship Coordinator at Futuregames

Part-time

Jan 2009 - Dec 2016 · 8 years

Over an 8 year period built up and ran large parts of one of Sweden's prime game dev education Futuregames. Designed and handled the curriculum of in particular the game design class. Was responsible for the game projects. The internship process. Contact with the industry. And so forth.

I transformed the education from a start up education to a well established entity central to the Swedish games industry by maintaining the vision, focus and contacts required for a game dev education to succeed.

My work at FutureGames had me manage up to 70+ game development students simultaneously, and with a staff of just 3 people and just one year to educate and prepare students for a role in the industry we hit an average 80-90% employment rate in the industry on the day of graduation. Year after year consistently.

Hourences - Variety of Activities

Unreal Engine Author/Guest Speaker/Tutor/Community

Jan 2001 - Dec 2016 · 16 years

Engaged in a multitude of modding, community, tutorial and other activities for over 15 years under my name Hourences. Often revolving Unreal Engine.

Community

  • Ran and operated Nalicity for around 5+ years, at the time the largest level design community for Unreal and Unreal Tournament, with 10 000+ user levels.
  • Ran my own tutorial website, which became one of the monthst important go-to on Unreal Engine resources in those days ranking in millions of views and for many years consistently.
  • Ran two of the Unreal Engine IRC channels for 10+ years
  • As well as the Unreal Engine LinkedIn group

Content

  • Wrote two books (The Hows And Whys Of Level Design + Second Edition and The Hows And Whys Of The Games Industry) and self published and distributed these
  • Dozens of Unreal Engine 1, 2, and 3 written tutorials
  • Over 60 hours of Unreal Engine 3 and 4 video tutorial content, both commercial and free content
  • A dozen+ Unreal Engine texture and content packs, released for free.
  • Made dozens of levels and mods for Unreal Tournament/2003/2004/3, including many of the highest profile and monthst successful mods such as Jailbreak and Operation Na Pali and Xidia. Received the highest number of top-five awards across all categories of any contestant in the Make Something Unreal contest.

Lectures

  • Provided university guest lectures at dozens of educations across Europe for a number of years, typically on Unreal Engine

Training

  • Provided on-boarding Unreal Engine training to game studios such as Starbreeze, Playlogic, VStep and others.

Contract Level Designer/Artist

Contract

Feb 2014 - Oct 2014 · 9 months

Contracted to work on the levels for the Unreal Engine 4 game Alone in the Dark: Illumination, with a focus on the visuals and optimization.

Contract Level Designer/Artist

Contract

Feb 2012 - May 2013 · 1 year 4 months

Contracted by Plastic Piranha to optimize, design, and polish the levels for the Unreal Engine 3 FPS game Rekoil. In addition to building a number of levels from the ground up, I improved performance of all of the levels, and I visually touched up nearly all of the levels in the game to ensure a consistent visual style throughout the environments.

Senior Level Designer

Full-time

Feb 2008 - Oct 2009 · 1 year 9 months

Worked on the EA FPS game Syndicate as a Level Designer and Level Artist using an in-house engine, contributing to level development from layout to final visual quality. Created level geometry and handled lighting for several levels.

Contract Level Designer/Artist

Contract

Jan 2007 - Dec 2007 · 1 year

Contracted as level designer and artist. Over the course of a year, I designed, conceptualized, and built six multiplayer levels for the Unreal Engine 3 FPS Huxley by assembling modular meshes, lighting, and polish via color correction/FX/post processing.

Senior Level Artist

Full-time

Oct 2004 - Aug 2007 · 2 years 11 months

I was responsible for creating and designing the majority of the environments in the game's MMO world, using Unreal Engine 2. I designed, created, conceptualized, directed, and optimized dozens of large outdoor environments and instanced dungeons. I designed the team's workflow and onboarded the design and art teams to the engine.

Defined the visual style of the game's environments in collaboration with the lead concept artist, and was responsible for the final environment polish, including lighting, the skies, atmonthsphere, day–night cycles, and post-processing.

Prophecy Games

Contract Level Artist

Contract

Dec 2006 - Feb 2007 · 3 months

Contracted to visually touch up their publisher demo level in a very short amount of time, using Unreal Engine 3.

Digital Extremes

Contract Level Designer/Artist

Contract

Jun 2005 - Sep 2005 · 4 months

I was contracted to create two multiplayer levels for the FPS Warpath, using Unreal Engine 2.

Guerrilla Games

Jr. Environment Artist

Full-time

Sep 2003 - Sep 2004 · 1 year

Modeled and lit environments for the 3rd person shooter Shellshock Nam 67, using an in-house engine and Maya. As well as having spend a few months working on lighting out the characters in the Killzone cutscenes.

Epic Games

Contract Level Designer/Artist

Contract

May 2004 - Aug 2004 · 4 months

I was contracted to create an additional two Onslaught levels for the official UT2004 add-on Editors Choice, using Unreal Engine 2.

I handled the end of the end creation of these levels including the gameplay design, art assets, lighting, and so forth.

Epic Games

Contract Level Designer/Artist

Contract

May 2003 - Sep 2003 · 5 months

As a contracted level designer I was responsible for the creation of six Deathmatch and Onslaught (vehicles + control points) levels for the game Unreal Tournament 2004, using Unreal Engine 2. These levels included the hugely popular demo levels Rankin and Torlan, and the E3 demo level Rrajjigar.

For the deathmatch levels I handled the end-to-end level creation, including concept development, gameplay design, geometry/texturing, lighting, and polish.

For the Onslaught levels I handled the majority of the process but used 3D assets and textures from others in the team.

Streamline Studios

Contract 3D Modeler

Contract

Feb 2003 - May 2003 · 4 months

Contracted to create environment models for a PS2 race game using 3DSMax and an in-house engine.