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Full-time
Full-time
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.
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.
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.
Built, directed, and optimized a large 'Portal mix The Ball' DLC level for Valve's Portal 2 release, in collaboration with Valve.
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.
Part-time
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.
Engaged in a multitude of modding, community, tutorial and other activities for over 15 years under my name Hourences. Often revolving Unreal Engine.
Contract
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
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.
Full-time
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
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.
Full-time
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.
Contract
Contracted to visually touch up their publisher demo level in a very short amount of time, using Unreal Engine 3.
Contract
I was contracted to create two multiplayer levels for the FPS Warpath, using Unreal Engine 2.
Full-time
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.
Contract
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.
Contract
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.
Contract
Contracted to create environment models for a PS2 race game using 3DSMax and an in-house engine.