Hourences Portfolio


Last Update April 2026

New site & a project April 19th, 2026
New site screenshot

It's only been ten years since the previous update... but hello again!

I have completely remade both my Hourences.com, and my portfolio sites, and merged them both into a singular site. Pure HTML, to avoid any kind of framework or other external dependencies in the years ahead, and with responsive design that works decent on mobile too.

As part of setting up the new site I have collected as much of my work from the last ten years as I could still find back. Unfortunately some content, in particular tutorials and tutorial videos, and many of my talks, seem to have gone offline, but nonetheless I did managed to find quite a bit still.

Collage

Key New Pages:

A while back I also did an Unreal Engine 5 environment just for fun. 4 days of work (was a bit rusty - been a while). Megascan rocks, vegetation from Fab. Other than that self made, including the whole cloud/night time sky/eclipse etc. set up.


Landscape Demo Landscape Demo Landscape Demo Landscape Demo Landscape Demo Landscape Demo Landscape Demo

My 2016 – Releasing all of my content for free December 27th, 2016

I remember how in 2005 I began writing the first edition of my book The Hows and Whys of Level Design. I had a lengthy daily commute, and one of those fairly early gen PDAs with a touch screen. I typed out the bulk of the entire book out on that PDA over a period of several months, using nothing but the little touch pen. I typed so much, that the plastic touch screen began eroding away where the most common letters were.

Over the course of the years I released 2 books, and 7 big Unreal Engine 3 and 4 video tutorial projects. They did awesome. Your response and support over the years has been super great. The books were never a financial success, something that is hard to accomplish with a book on a niche subject, but the uptake and the impact they’ve had over the years has been significant. Without any marketing or sales, and only selling the content via my own website the books sold more copies than the target sales numbers many game dev book publishers appear to aim for.

Likewise for the videos. Many bought those, and the response has been wonderful. Thanks so much for the help and support, and to allow me to carry on creating things!

As a Christmas gift to the community I am hereby releasing all of my books and all of my videos for free! You can find all the content on the various pages on the site.

Free Content Release

Some of the content is beginning to age. The UE4 videos were done using 4.0 so there are some minor interface differences, but otherwise they still hold up perfectly fine.
The UDK videos might appear very old, but since they go so in-depth on technical topics a lot of it is surprisingly relevant still for UE4. Many of the deeper technical things in UE3 are still identical in UE4, apart from interface changes.

For the books I am planning major updates in the year(s) ahead. I will start off with the games industry book because it is easier to update (fewer example images needed), but I hope to eventually move over to the level design one too. All updates will be released for free and openly. If time allows I hope to transition it out of the PDF form and onto a pure HTML form too later on.

Thanks again to all who have previously bought this content and supported me!

2016 has been as crazy as every year. On behalf of Epic I visited a few dozen cities and countries evangelizing the Unreal Engine, and met thousands of studios, developers, and enthusiasts alike.

2016 Recap

My work at the education Futuregames in Stockholm also carried on as usual, hitting another ~80% success rate on people being hired into the industry on the day of graduation.

After exactly 3 years of work, my game The Solus Project also finally launched. In June for PC, in July for Xbox One. I could write a book about what I experienced and learned from the whole process, but in short it has gone great. For a team of only a few people, operating on a near zero budget, the game shipped a very solid 150 000 copies in the first six months of its release.

Alongside with my previous two games The Ball and Unmechanical, my small company has now shipped well over half a million copies. With having done indie releases in 2010, 2012, and 2016 I experienced 3 distinct stages of the industry. When we launched The Ball in 2010 there weren’t any Youtubers or Twitch streamers for example. Yet in these 3 different markets, we managed to perform consistently. All 3 games were done with an absolute minimum budget, with small teams, and in unorthodox ways.

Entering the 18th year since I began using UnrealEd 1, it has been a crazy ride that has enabled me to do so much that I never expected to be able to do.

Here is onto an interesting 2017. Although given the state of affairs I do hope that doesn’t include WW3.


My 2015 January 6th, 2016

Another year has passed. As always due to time pressure I am rather bad at updating my site, but here goes for a year overview.

This was my 16th year of Unreal and the games industry:

Unreal Engine Evangelism

I traveled. A lot. Mostly in my role of Evangelist for the Unreal Engine. I’ve met thousands of people over the past year, and it has been great seeing what everyone is working on!

  • 27 public presentations at conferences, universities, etc.
  • ~1900 combined audience for all presentations
  • 83 game studios visited
  • 22 conferences and community meetups attended
  • 10 Countries | 24 Cities

Travel Map 2015






I will continue with my traveling schedule all the way through 2016! If you work for a studio or are studying in Northern Europe and want to do anything with Unreal, let me know!

The Solus Project

The Solus Project, in production since July 2013, had its big kick off at E3 in June. Highlights:

  • Shown at Microsoft E3 press conference
  • Playable Xbox booths at E3, EGX, Gamescom, and Paris Games Week
  • Playable at Tobii booth (GDC) and Ultra-D booth (CES)





Trailer:



A first release is scheduled around late January, early February 2016.

Future Games

Continuing involvement with Future Games in Sweden. Accomplishments:

  • 70% of the class of 2013 working in industry on graduation day (Guerrilla, DICE, Avalanche, etc.)
  • Class of 2014 won Best Game and Best Art at Swedish Game Awards
  • New students making UE4 games in just 10 days with no programmers:





The Solus Project update October 22nd, 2015

The Solus Project has been doing really well. We announced it will be part of the Xbox Preview program and Steam Early Access in early 2016!

Solus Screen

Check out our Steam and Steam Community pages!

To celebrate, I released 1 hour 40 min of new TSP overview videos:

Part 1

Part 2


Twitch Streaming The Solus Project May 7th, 2015

I will be streaming on a nearly daily basis for the next two weeks. Join in and ask questions!

My 2014 – Part 2 January 6th, 2015

Following up on my post of yesterday, and since “if it is worth doing, it is worth overdoing”, here is part 2.

I went through all the levels I have ever done in the Unreal Engine, and I added up all the actor/mesh/brush/light counts. I still have about 75% of all levels I ever made, and of the remaining 25% I still have a good idea of how complex they were. So I took the accurate numbers of 75% of my levels, and then extrapolated from those to get the estimated numbers for the remaining 25% based. I then added up 30% to the total to take into account all test levels, levels that were never released, done with others, and all work involved tweaking/polishing/redoing parts of levels.

The result is this – This is what 15 years of continuously using Unreal leads to.

15 Years of Unreal Stats


My 2014 January 5th, 2015

2014 was my 15th anniversary of what I do, and was also my most intense year of the past 15 years. When I started doing this 15 years ago I had no idea it would lead to all of this. My future back then was bleak, then Unreal and levels happened. One and half decade later this is where I am at.

During 2014 I:

  • Visited 50+ game studios
  • Created 20 hours of UE4 tutorial videos
  • Contracted by 5 studios for UE development work
  • 9 UE4 presentations to a combined audience of 1100+ people
  • Set up 4 official Unreal Engine Evenings
  • Sent (not received) 8845 emails
  • Ran our 6-10 people large Solus team, and secured funding for it
  • Created thousands of assets and scripts for Solus
  • Played a major role in the development of the new UE4 Alone In The Dark game
  • Worked with Grip Games and the students at Futuregames to create an hour long DLC to Unmechanical and get the game out on next gen consoles
  • Had 146 508 visitors to Hourences.com along with 662 653 pageviews, and 62 714 views on Youtube
  • Worked at the education Futuregames all year long and set up cooperation with companies like Microsoft and accomplishing an 80% student-hired rate straight after the internships.

What follows over the next few days (this is post one) is an overview of what I’ve done this year, and what I have done in those 15 years being a game developer.

While I have always been a very fast and dedicated worker, in particular during the last 4 years I feel I have really progressed huge steps forward in terms of time management and organization, and the ability to multi task and very rapidly switch back and forth between a wide range of completely different things. And all of the things I learned in the past couple of years have culminated in 2014.
I feel I have also fully mastered the art of focus. I worked non-stop 24/7 without having felt the feeling that I lost focus even once, or that it became too much and unpleasant to work. I took almost not a single break in the past 365 days (about 12 days all in all, weekends and things like Christmas included), nor did I feel I needed one. I love what I do.

Futuregames

I still work for the education Futuregames in Stockholm. I am responsible for the game design students and large parts of the education as a whole, as well as the internship process.

  • Taught the game design classes all year long.
  • Responsible for 80 students in one way or another.
  • Responsible for the internship process. Upon finishing their internships 80% of the students had secured a contract from their internship studio. 80% in general has a job within the industry upon completion of the education.
  • Set up 30’ish game studios visiting the school and presenting themselves, and set up a game project with Microsoft.
  • Taught the brand new students UE4 in just 5 days time, then had them create UE4 games in just 10 days time. This was the result:

Company Visits

I visited over 50 game studios during the course of this year for one reason or another. From small indie outfits to some of the world’s largest and most well known studios.

By far my coolest visit was the week I spent in the US at Epic Games HQ. It was an awesome experience to finally meet all those people I had known for years! Thanks again Epic!

Client Work

I have worked for a number of game studios during the course of the year. Some small contracts, some big.

  • SpeedTree - Demo scene and helping to prepare for the public Unreal Engine 4 Speedtree launch.
  • Vivid Games – Short contract for visual touch up of Unreal Engine 3 title Real Boxing.
  • Tequila Works – Short contract providing some Unreal Engine 4 tech advice for the production of Rime.
  • Bitfry - Visual touch up work on an unannounced Unreal Engine 4 game.
  • Pure FPS – Worked on the new Unreal Engine 4 powered Alone In The Dark game, by Atari, for the majority of the year.

Alone in the Dark Illumination

The Solus Project – Tutorials

During the course of 2014 I produced 3 large commercial videos based on The Solus Project, along with hours worth of free content. I produced 20+ hours worth of UE4 tutorial content.

UE4 Release Videos

Presentations and Speeches

I’ve visited a number of countries, conferences, and educations over the course of 2014 to present Unreal Engine 4.











The Solus Project – the game

The Solus Project is moving forward at a great pace lately. We now have about 4 hours worth of content pretty far along. Summer 2015 release is the goal.

Solus Screenshot

Unmechanical

Expansion level and next-gen console release in partnership with Grip Games.

And last but not least…

My wife and I were blessed with the birth of Izabella De Jong, born October 17.

Izabella


Unreal Engine Evening in Copenhagen December 8th, 2014

On Friday evening, the 12th of December, Epic Games, in cooperation with the IT University of Copenhagen, would like to invite you to Denmark’s first Unreal Evening!

When: December 12. 16.00 until 18.00 – Student presentations, 18.00 until 20.00 – UE4 presentations.
Where: IT University of Copenhagen, Auditorium 1, Rued Langgaards Vej 7, 2300 Copenhagen
Price: Free!


Dutch Belgian Unreal Engine Tour November 23rd, 2014

Tour Image

During the last week of November I’ll go on a Dutch and Belgian Unreal Engine tour on behalf of Epic Games, to promote Unreal Engine 4.

Nov 25: Control Conference, Utrecht.
Nov 28: Belgian Unreal Engine Evening, Antwerp.


Epic Visit Recap September 13th, 2014

I am back in Sweden now and had a most awesome time in the US at Epic Games!

Met Tim Sweeney

With Tim Sweeney

Epic HQ and Raleigh


Meeting Rama in New York

With Rama


New free Solus videos September 11th, 2014

The Solus Project – Series 2

Part 1 – Project Overview and Visuals

Part 2 – Blueprint update

Rock generation in detail


Stockholm Unreal Engine Evening July 30th, 2014

Epic Games would like to invite you to an Unreal Engine Evening at Futuregames in Stockholm, Thursday August 7th, featuring Zak Parrish.

Crazy week May 27th, 2014

I returned home last Friday night from a crazy week in the south of Sweden. Here is what happened:

Solus Receives Funding

Solus received 55 000 USD in funding from the Nordic Game Program. This was the second time I applied for Nordic Game Program funding, and the second time it was awarded to us. We previously received 45 000 USD for the development of The Ball in 2010.

The Nordic Game Program is funded by the governments of Scandinavia to further the growth of the entertainment games industry in the nordic region. Since 2006 1277 applications for funding have been filed, of which just 107 have been granted. This year 185 applications for funding were submitted, and just 9 were approved. So I am most grateful to the Nordic Game Program for their continued belief and support in what we do.

Here is my and Wiktor Öhman, artist on Solus, receiving the award on stage.

The funding will allow us to get the game to a point in which the first couple of hours are properly playable. Release is still way off. We are looking at some time 2015.

Nordic Game Unreal Engine 4 talk

I did a re-run of my Swedish Game Awards talk at Nordic Games, where I presented Solus and UE4 again on behalf of Epic.

Unreal Developer Meeting

I worked with Epic to set up this event over the past couple of weeks. We rented out a bar near the Nordic Game conference venue, and the whole thing worked out great. We had a great turn out and awesome weather (almost too warm even).

Here are some pictures of the evening.






I had a great time meeting up with Epic these last couple of days. And finally had the chance to meet up with Alan Willard, who was one of the level designers on the original Unreal, and has been at Epic ever since.


Scandinavian Unreal Engine meet and greet plus Nordic Game Conference Solus Presentation May 14th, 2014

I am working with Epic Games on setting up the Scandinavian Unreal Engine meet and greet, next week during the Nordic Game Conference. I will also be speaking at the Nordic Game Conference, about Unreal Engine 4 and how the engine aids the speedy development of Solus. And of course I will be at the meet and greet myself as well.

The event is free and open to all. Feel more than free to join in!

Epic Games will host a casual get together on May 22nd at the Green Lion, Malmö, Sweden (close to the central station, and the Nordic Game conference venue) from 4.00 PM CET – 7.00 PM CET.

We are inviting any interested developers to hang out with us and our Scandinavian friends, enjoy some food and drink, and check out Unreal Engine 4.

Attending from Epic will be Mark Rein, vice president; Mike Gamble, European territory manager; Andy Hess, Evangelist; Alan Willard, senior technical artist; and Alan Noon, developer relations technical artist.

In addition, the evening has been organized by our good friend and Unreal Engine guru Sjoerd De Jong, so there will be plenty of opportunities to discuss your projects and challenges with the team.

When: Thursday May 22nd, 2014, from 4.00 PM CET – 7.00 PM CET
Where: The Green Lion bar at Skeppsbron 9, Malmo, Sweden (close to the central station, and the Nordic Game conference venue).

The event is free and open to people of all levels of experience. Free drinks will be available to all developers. A Nordic Game Conference pass is not required to join in on the fun!


The Solus Project response May 4th, 2014

The response to my The Solus Project has been awesome. Thanks so much for everyone's kind words and the feedback I got!

Thanks a lot to Epic also for the great support given. My videos are mirrored on the official UnrealEngine Youtube channel, several retweets, and on the official Facebook page. Thanks! Awesome community support!

As for future videos. I do indeed plan to record more. A Blueprint Continued 2, along with a Blueprint for Artist video are on my list. And I will probably re-record the UDK Asset videos in a while as well. So far nothing has yet been recorded though. I am going to wait at least a week more before deciding or starting on anything.

Feedback:

Bought all 3 of them and just finished watching the 2nd one(bp intro). Absolutely blown away by quality and quantity of information contained in the tutorials and I would wholeheartedly recommend them to everyone looking to get up to speed quickly with UE4.”
SpirosMakris

“Finished watching @Hourences @UnrealEngine Blueprint tutorials. Really great stuff! I'm highly recommend this!
Andrej Sumenkov

“@Hourences UE4 video's are AMAZING if you are looking for some great tutorials to learn @UnrealEngine - find them at http://www.hourences.com”
John Wise

“Purchased @Hourences @UnrealEngine Blueprint tutorials. They're REALLY good, soon done with the intro, learning a lot! 10/10 would recommend”
Daniel K.K

“I finished the tutorial series today and I'm still trying to pick up the pieces from where my mind was blown. As always, great job Hourences (and to the rest of the contributors)! ”
Zooch

If anyone builds stuff with the videos, feel free to mail me a picture or video! I might retweet/post it!


Build this… April 27th, 2014


The Solus Project – In-depth videos, overview videos, free Solus project April 26th, 2014

Here is a lot of UE4 stuff all at once!


The Solus Project: Solus Example Project

I stripped down Solus to the essentials and wrapped it up in a Solus Example project, which I am releasing for free.

This free project contains:

  • My folder structure and naming conventions
  • Some all purpose meshes and textures.
  • Over a dozen of my Light IES Textures
  • A Material Function Library with 20'ish material setups I use often.
  • Some of my material setups
  • My entire day and night alien sky system (!) – No weather is included in it though.
  • The Blueprints for the player and various other key parts.
  • Some of my sounds, effects, and so on.

Download link 1
Download link 2

Presenting UE4

Following my presentation at the Swedish Game Awards for Epic, two months ago, I have stepped up my UE4 presentations. I went through some UE4 stuff at my home school of Futuregames in central Stockholm for one.



Rama and C++

My crazy friend Rama has been working on Solus alongside me for a while now, and he has all kinds of cool stuff out there for those of you who want to get more into C++, or are looking for plugins.

Solus Overview

Continuing on the talk I gave at the Swedish Game Awards on my game, I recorded another one and a half hours worth of Solus overview talks. This time with a quality screen capture so you can see exactly what I did in my game.

The video is divided in three parts. All parts are free and available on my Youtube channel.

  • Content and Level creation: How I approached building my world in UE4
  • Sky and Blueprints: An overview of my sky system, and how I set up my entire game in just Blueprint
  • Closing Words: Miscellaneous topics

The Solus Project – Application of Unreal Engine 4 – Part 1


The Solus Project – Application of Unreal Engine 4 – Part 2


The Solus Project – Application of Unreal Engine 4 – Part 3


The Solus Project In-depth videos

And (almost) last but not least my in-depth videos, with extensive amounts of Solus content included.

Three videos are being released today.

The Solus Project – Level Building Introduction Preview – See the video page for more info



Using the modular and easy to use modular environment assets from Solus, this video introduces you to everything you need to know to build basic environments in Unreal Engine 4. Besides covering how to build environments using modular meshes, the video also goes over how to create a landscape, apply foliage, how to best apply the UE4 reflection system, lighting and its performance considerations, and how to keep track and organize your levels.

The Solus Project – Blueprint Introduction Preview – See the video page for more info



Starting from the basics, and building upon the free Solus Example project, this beginners video starts off by talking you through creating a door for Solus. First one that is set up in the level, then one that is set up in a separate Blueprint. Following that you will be building a pressure plate to control the door, and following that the video covers how to build a basic item system. Detecting, highlighting, and picking up rocks in the world, and place them on the pressure plate to keep the door open permanently.

The Solus Project – Blueprint Continued 1 Preview – See the video page for more info




Continues upon the Blueprint Introduction video. Using the same content and the Blueprint scripts set up in that introduction video, this video steps it up a couple of notches. This advanced video dives deeper into Blueprint and touches on topics such as Macros, Functions, Arrays, and complex networks.

The eventual outcome of this video is having a player who can take damage, die, respawn, enable checkpoints, pick up and switch between multiple items, and who can combine a pipe with branches and fire to create a torch.

My Unreal Development Kit videos

And also I dropped my UDK videos in price down to 200 SEK, to match the price of the new UE4 videos. Content wise the Lighting and Mobile Dev UDK videos are completely not applicable to UE4, however the two Asset videos are 95% directly applicable to UE4, if you can cope with the difference in interface. Almost all features and tools used in these two videos also exist in UE4, but they may have been placed in another menu/look a bit different.


The Solus Project page
Video Store
SolusTheGame.com
Unreal Wiki page

Unreal Engine Solus Showcase/Epic Interview January 18th, 2014

Epic Games have been so kind to feature a showcase and interview about Solus and my work at the UnrealEngine.com website.

“Blueprint is the game-changer for me. It goes far beyond Kismet in Unreal Engine 3 and is incredibly powerful. I am a designer and artist, and for the first time in my career, Blueprint allows me to make entire prototypes and games without requiring me to touch a line of code. Never have I come across any other visual scripting tool or editor that comes within a thousand miles of the power of Blueprint.”

I also received this poster from them:

epicposter

In other news:

  • Solus develop goes well. Especially level and script wise. We are close to having the first 30 or so minutes of the game properly playable now. I managed to find a great cave style as well (more info on that later), and we got tornadoes in. Which are mightily impressive to see. The world also transformed into an archipelago for various design reasons. Once things are more final, I will begin showing the next batch of Solus media and talk some about why certain design decisions were taken.
  • My Prison level time lapse video made it to IGN's front page and various other big sites. The video shows the creation of a level in 20 hours time. Rekoil by the way is due for release very soon. A level design competition for the Steamwork mod tools is also underway.

  • Brand new one hour long free The Ball level December 5th, 2013

    We’ve just released a brand new one hour long The Ball level on Steam, for free!

    Named Quizaz, the level is the product of some of the design students class 2012 at the Swedish game development education FutureGames. Hourences set them up with access to the The Ball editor, and guided them into and through development.

    Major credits to Anders Bergman, Jacob Antonucci, Björn Jonsson, Christoffer Näll, Claes Fornell, Ludwig Sjöstedt Samuelsson, Tobias Ekholm, Sebastian Contreras - and additional thanks to Peter Cornelius, Stefan Alfredsson.

    Steam users can find this level in their Survival menu. Let us know what you think on the Steam forum!


    The Square interview November 28th, 2013

    I was interviewed by The Square, a site about the Swedish indie game industry.


    Update on Solus November 23rd, 2013

    I spent the last couple of weeks entirely on visuals, in order to get the video and screenshots ready in time, so after last week’s deadline I now moved on full time to gameplay and scripting. Bianca Savazzi joined me to help out with scripting and programming. We are working next to each other actually, first time I work on one of my own things with someone else working next to me in person.

    What we did this week:

    • We researched and thought out how the entire survival aspect should be done. Wrote some documents, looked up a lot of information, and made a simple overview map that will help us with figuring out what you should talk to what (script wise).
    • World now correctly updates and communicates environment temperature, humidity, wind.
    • Player now has a PDA/tablet that holds his vital stats, instead of a HUD (Oculus and immersion preparation).
    • Player’s body temperature now gradually drops or rises dependent on environment temperature, humidity, wind.
    • Humidity updates realistically dependent on environment temperature and weather. Wind also picks up dependent on conditions.
    • Standing in sunlight is now actually warmer.
    • Local temperature/wind/humidity offset zones added (fires, shelters, etc.).
    • Fires, wind sounds and particles now increase in speed dependent on the wind values pushed by the atmosphere control system.
    • Player now has a compass.
    • Visors and damage events improved.
    • Voice acting evaluation and figuring out how to approach it.
    • Managed to improve FPS on the beach by about 80% through a combination of playing with shadow range, foliage shadows, and cubemap capturing.

    Dev Photo

    Also I received word my Oculus is due to arrive on Wednesday.

    Next week we will implement the basic sleeping system, food and water system. Possibly make a start on the item systems, and continued polish of previous things. Our deadline is end of December for a first playable build. Survive the beach. 15 minutes. That is it.

    So design wise the major features and elements we figured out are:

    • Wilson: The volleyball from Cast Away. This was the element I was looking for for a while. The game doesn’t has a clear icon, so I knew I had to find something that could help give it character. A symbol similar to Wilson would do that. Also the problem is that the game relies on quite deep psychology, and I needed a way of portraying the impact the ordeal has on the player’s mental health.
    • Decided to push through Water and Food: At first I did not want this in because it may make it too chore like to play the game, but I figured that a scavenging game must have consumable items or else there is too little to scavenge for.
    • Rebalanced the world: The cave world has opposite dangers and opportunities from the exterior areas. Areas in general should all come with their own problems and dangers, challenges.
    • Humidity and wind: At first I had just temperature, but surviving is about identifying a problem and trying to find some kind of solution. This will lead to a more dynamic complex world.
    • Mental Health: The player’s mental health was mapped. He is expected to suffer from Post Traumatic Stress Disorder, plus dehydration and starvation will also have an impact (confusion, hallucinations, etc.).

    Right now everything we got working was done without any programming at all, pure visual scripting, which shows the enormous power of UE4's scripting system.


    The Expert Classes Lighting Assignment updated November 20th, 2013

    I uploaded a new version of The Expert Classes Lighting. The assignment level had some left over meshes, and a problem with prefabs (that weren’t suppose to be there anyway). This was fixed.

    If anyone wants to get their hands on the new version but finds their previous download links no longer working, shoot me a mail and I will set you up.


    My new game: Solus – Unreal Engine 4 Survival Exploration game November 15th, 2013

    I am proud to announce my new game Solus - www.SolusTheGame.com

    Solus is a single player exploration and survival game, experienced in first person and developed in Unreal Engine 4. It is set on a mysterious and uninhabited alien planet.

    With Earth on the brink of destruction you are sent to explore a distant planet. After 20 years of space travel you arrive but experience a catastrophic landing.
    With your team members dead and your equipment destroyed you have no way of communicating with- or receiving help from an earth that might no longer exist... Your are completely and utterly alone.

    Core Gameplay Values

  • Explore – Survive through exploration. Unlock the strange planet's underlying secrets. Are you sure you are the first one here?
  • Scavenge – Aid your survival and rebuild a communication device through the scavenging of useful items you come across.
  • Survive – The planet is hostile to your presence. The planet is your enemy. Survive tornadoes, storms, volcanoes, meteors, lightning, extreme temperature changes, and so on.
  • Features and Development

  • Immersion – Strong focus on atmosphere and immersion. The planet is to be captivatingly beautiful, but its dangers very real.
  • Oculus Rift – Supported for total immersion.
  • Atmosphere – Fully dynamic atmosphere. Temperature changes. Day and night. Tides. Winds. Dynamic weather. Disasters.
  • Extendibility – Extremely modular workflow within the game will allow anyone to easily create levels and areas to explore.
  • The Ball – Spiritual successor to The Ball. Same universe, same atmosphere.
  • The Planet

  • The planet has a suitable atmosphere and houses large quantities of water, but is barren and mostly made up of rocks and desert.
  • It is circled by two moons, one large and one small with the big moon affecting the tide. One sun.
  • Days are hot (40C and above). Nights are cold (-35C and below). Vegetation is red.
  • Large number of caverns present. Different types of caverns depending on the depth you’re at. Normal stone caverns at the top, ice in the middle, and lava at the bottom.
  • Next gen Unreal Engine 4. I have been working with UE4 since last March, and have been working on Solus since July on an off and on basis.

    It is meant as the spiritual successor to The Ball. Same universe, different planet. Like with The Ball it is a big new game early on in the Unreal Engine cycle. It is atmosphere driven and level design heavy just like The Ball. And like with The Ball I am being the one man army doing loads of work on this all on my own. It is my vision, concept, and style. The whole sky and weather system is mine, the color pallet and atmosphere, a lot of the models, all of the scripting, many of the particle effects, etc. And I did all of that in just 4 months time, part time.

    The idea is to make a living and breathing planet, so you really feel like you are trapped on this beautiful but dangerously active alien planet. I took it far. I got tide, temperature, wind, and so on. They change dependent on the environment. If it is clear skies nights are colder but days are warmer. If there is a lot of wind, nights are colder. You can be hit by lightning and die. If it rains the temperature goes down. Flowers close during the night. The environment actually reflects everything when it begins to rain. And so on.

    For me this wasn’t just a challenge to learn the new tools and features, and to get the style right, it was also all about making it not just work and look good, but doing those two things in a way that I can reproduce and extend it further rapidly. On the beach scene, spaceship parts aside, the only things that were actually modeled were the foliage meshes and one single hexagon pillar. Everything else you see is generated through clever tricks. Everything is highly modular. I designed a giant box of legos that I can now give to level designers and have them make whatever they want using the same pieces over and over again. The thing takes less than 1 GB memory while running, while using 4096 and 2048 textures for nearly everything you see.

    The game is far from completion, this is just an early sneak peak and teaser. Nothing in the pictures is representative of the final quality.


    Unearthly Challenge September 26th, 2013

    Just a quick heads up - I am one of the jury members of the new and just launched Unearthly Challenge! I am honored to be part of this and looking forward going through all the amazing art work later.


    Max/Maya bending of modular meshes September 2nd, 2013

    Just quickly wanted to put my discovery up here. After years of headache and having found no other artist who was able to tell me how to fix this, I just hit the solution.

    When you got modular on grid meshes in Max/Maya, and you bend them 90/180/270 degrees, their ends are never ever on grid, even though the original mesh was perfectly on grid. Most people, that included me, would in that case manually move the vertices on one end and snap them to the grid.

    I just found out that if you take the length of the mesh, divided by exactly 86.0576519035213, and then take the result of that division and use that to offset the center of the bend deform with into the opposite direction the mesh bends, then the end of that mesh will be exactly on grid! So for example, a 1024 long mesh that bends needs to have its bend pivot point offset by 11.899 units and it will end up exactly on the grid.

    I verified this on all kinds of Unreal grid sizes. No idea how it holds up on other scales.

    Store Fixes June 22nd, 2013

    Two issues in the store have been resolved:

    • Paypal check-out page now properly defaults to the English language.
    • The problem some people in the US encountered (Paypal blocking the transaction due to it thinking it has to ship it to Sweden) should now have been resolved.

    Released four high end UDK tutorial videos! June 19th, 2013

    I have released 4 high end in-depth UDK video tutorials, alongside the launch of my own store!

    Worth 16 hours of all my UE3 knowledge on the topics of lighting, mobile development, and asset development.





    The Expert Classes: UDK Lighting



    The Expert Classes: UDK Asset Development – Part 1



    The Expert Classes: UDK Asset Development – Part 2



    The Expert Classes: UDK Mobile Content Development

    Features

    • Around 4 hour long, universal (MP4, standard codec, fit for all computers/mobile devices) video tutorials.
    • In-depth, very detailed and thorough.
    • I do not just explain how to do things, I also show how they were applied in real life examples: The Ball, Unmechanical, and Rekoil.
    • Everything I learned from working in UE3 for six years, and having worked on/for 11 Unreal Engine 3/UDK commercial games/clients.
    • I am supporting standard European bank payments for people in the EU, as well as international credit card payments.
    And last but not least, unique to my videos are the Assignments and Certificates!

    Included in every video is an assignment. These all new assignment levels or models are based on what was explained in the video, and are meant for you to demonstrate what you've learned in the video.

    Upon completion of the assignment, you can send it back to me and I will verify that you've done everything correctly. If all was done correctly, I will issue you a Certificate of Completion, as proof that in my opinion, you've shown sound understanding of this subject in UDK.

    I am aware it is late into this generation/engine cycle, but I have my reasons to do this now. For one I did not want to let all the knowledge that I've gained working with UE3 for so many years, to get lost. I wanted to store it somehow, and make sure that other people are able to make use of it as well, as I am moving on. For example for mobile development in particular, a lot of the knowledge required to pull off a mobile Unreal Engine 3 game simply cannot be found anywhere. I learned everything by doing, as usual, and want to share that with everyone now. Late into the cycle also means that I have more knowledge to share, more examples to show, more experience to share.

    Check out the Store and Video FAQs for additional information on how my store works, and what you can expect of the videos.

    Thanks for your support everyone, have fun!


    Best Artistic Achievement May 25th, 2013

    Hot on the news of Tuesday, we also just found out that Unmechanical won Best Artistic Achievement at this year's Nordic Game Awards, the yearly developer gathering and award ceremony for the Scandinavian industry.

    We are all pleasantly surprised how our little game gotten so far. With no special/social features, no multiplayer, and just three hours of linear singleplayer we are very happy with what we managed to accomplish.


    100 000 copies of Unmechanical sold – Free version released May 21st, 2013

    I am proud to announce that we've reached the 100 000 copies sold milestone with our game Unmechanical (PC+iOS)! To celebrate this we've released the free variant Unmechanical Begins.
    If you haven't tried our game yet there really is no excuse anymore to give it a go and see what Unreal can do on mobile :)

    Also for another 57 hours the PC version of Unmechanical is up on a pay-what-you-want basis on Indiegamestand.com. Pay above the average (1.23USD) and you will also receive two old prototype builds as well as the soundtrack in three different formats.

    As for the rest I am currently still working on my secret new expansion project for this website, some level design work for clients, along with handling all kinds of things at FutureGames, our education. I've been busy following up on our internships for one. Over the past two months I've visited places like Yager, Guerrilla Games, DICE, Starbreeze, Paradox, etc. I have recently also been by the mobile games giant King to give a short lecture about Unreal Engine development to some of their devs, and over at FutureGames I am currently running the students their third and final game project. This time in collaboration with the Swedish developer Fatshark, who are acting as publisher for our students.


    Unmechanical iOS released! March 18th, 2013

    We've released Unmechanical iOS!




    5 Days of Updates: Day Five – Timelapse Videos January 6th, 2013

    Last day of my daily updates. When I posted about my Rekoil and KFS work yesterday, I wrote that levels like Sawmill only took me about 18 hours to make. I recorded my screen while working on the Prison level for Rekoil, and while updating the Oilrig for KFS, and turned those recordings into timelapse videos of those levels shaping up.

    The KFS Oilrig took me 2 hours 45 minutes to go from what I received from the art team to polishing it up, and the Prison level took 20 hours about + another 8 hours of unrecorded work to set up the entire level from start to end, including the creation of placeholder art. I did not prepare anything for either of these two levels/videos so what you see is just improvisation. The only thing I had when I began work on the Prison was a rough idea of the general shape and idea of the level, but no sketches or anything on paper, nor any concepts.
    The Oilrig was mostly made already, but lacked effects and styling when I received it. It was particularly easy to do because it was a cutscene level, so you can get away with a lot. There were only a couple of angles to take care of and I did not had to think much/anything about performance.

    There are some things that I could have done better, or put more time into if I would have had that, for example the outside of the Prison is rather flat whereas the inside has the tendency to be cramped plus too disconnected from the outside, and the inside also has a bit too flat lighting and detailing going on, but those smaller problems aside, as an illustration of my drive for efficiency and my usual no-nonsense-just-do-it approach to everything I create it gets the point across. I want to give my clients fast but quality results because my time is their money.

    If you have epilepsy/photosensitivity you should probably not watch these, the screen jumps around aggressively and it goes really fast.





    5 Days of Updates: Day four – Updated Portfolio/Tons of Rekoil shots January 5th, 2013

    Portfolio

    I have finally gotten around to updating my portfolio. I updated some info, added a 5th level page for the era 2011-Today, and added all the work that I have done in the past 1.5 years about that was missing, and I also made the website more compatible with iOS devices.

    Rekoil

    Still working on Rekoil. We are moving forward at a solid pace, though like usual things end up taking a bit longer than expected. We are still very much so in need of your support on Steam Greenlight.

    Here are the levels I have worked on. Many of these were team efforts. Details on who did what are on my portfolio’s fifth level page. In general I did little gameplay design on these, and was mostly responsible for the level art side of things. I did a lot of the detailing, some of the major architecture, and I set up the lighting, texture and light color pallets, effects, etc. Overall look and feel basically, visual polish and styling.

    Levels like Sawmill I am particularly proud off. I made those entirely myself, and I did it super fast. You are looking at just ~18 hours of work from start to end. I got more on that tomorrow in the form of two videos.

  • City Park




  • Streets


  • Sawmill

  • The Bridge


  • Prison

  • Riverside
  • Other Levels (Refinery, Subway, Afghan, Warehouse)



  • Kung Fu Superstar

    I did some quick work on their new environment a while ago, video of that coming up tomorrow. The team tried to get funding secured via Kickstarter, as one of the first UK teams to go onto Kickstarter + with testimonials from people like Peter Molyneux but none of that seemed to have helped. It never met its goals so the project was canned unfortunately.

    Here are some screenshots of the newest environment I worked on plus some new shots of the previous stuff I helped out on. I mostly did visual polish and special fx/materials/lighting work. Credits to the whole KFS team for all the rest.




    5 Days of Updates: Day three – Unmechanical January 4th, 2013

    Day three of my 5 days of updates!

    Unmechanical was awarded Best Game & Best Sound at BIG, the Brazilian International Games Festival.

    We also received some boxed copies of the game, of our German retail distribution partner CrimsonCow

    iOS wise we are quite a bit behind on our schedule. We had planned to release the iOS version of the game in September, but that obviously didn’t happen. We discussed the game with some external people and came to the conclusion that in order to for the game to have a reasonable chance of success, we had to support more iOS devices. The original plan was to go for iPad2 minimum, but over the past 4 months we’ve been hard at work at further optimizing the game, and we can now proudly say that we got the game working on pretty much every single iOS device out there.

    We are now supporting iOS4.3/iPhone3GS/iPod 4th Gen/iPad1, and everything newer than that. We did tons of heavy modifications to all of our content and to the engine itself. I’ve learned a huge amount of deep technical stuff by doing this kind of work the past year, so it has been very valuable on a technical level.

    The game is scheduled for release some time later this month, or in February. Most likely. No promises there.

    Some new iOS screenshots. These are in-game shots of the game running on iPad4.

    Huge update tomorrow! Dozens of screenshots of my latest levels.


    5 Days of Updates: Day two – Interview January 3rd, 2013

    I’ve been interview and featured in The Games Machine, one of Italy’s biggest gaming magazines. Thanks to Carola Cudemo from indies4indies.com for setting it up!

    Got some new Unmechanical media and info tomorrow, with dozens of screenshots of all my recent work and some timelapse WIP videos coming up day 4 and 5.


    5 Days of Updates: Day one – Hourences.com + FutureGames Game Project 1 January 2nd, 2013

    I am going to post one update a day for rest of this week, to give you an idea of everything I have been up to in 2012.

    Hourences.com

    As you may have noticed Hourences.com got updated.

  • I removed the no longer functional Jobs pages.
  • I redid the texture pages. All texture packs are now combined on one page, and I fixed up all the broken download links. I also changed the license of my textures. The textures are now free for both commercial and non commercial use.
  • And the most obvious change, I redesigned the layout of the main menu to give easier access to the most important pages, and to prepare for a large future update. Ryan my webdesigner and I have been working on a major extension of the site the last two months, and the updated menu is step one of that. Plan is to launch this secret new section some time before the end of this winter, but we will see.
  • FutureGames Class of 2012 – Game Project 1

    I am still teaching at the education FutureGames, and once more we’ve thrown our students into the deep end right away. I think the results have been particularly good this year.

  • 7 UDK Games running on iPad2s.
  • Made by the new group of students of class 2012.
  • Students received just five days of teaching from me and my colleague before they began to work on these games. This is the first thing they did.
  • The games were made in just two weeks time.
  • Not a single line of code was written for any of these games. No UnrealScript, no Scaleform. Pure Kismet.
  • Together with Tobias Lundmark I made a video of these games. All footage was captured directly from an iPad2.


    Steam Greenlight August 31st, 2012

    Second post of the day, while we are at it I want to voice my thoughts on Steam Greenlight. I think the basic idea is good, but it is far from where it should be right now.

    For example this is currently the most popular, or one of the most popular games on Steam Greenlight. With all do respect, but I don’t see how that will make it into a finished game. On the other hand there are games out there with development budgets of hundreds of thousands if not millions that do not get much attention because they are flushed away by the sheer volume of games added all the time, many of them tiny productions or just plain ideas. A day in I already do not know where to begin looking at the games. And the more fluff there will be on Steam Greenlight, the more the average viewers will step out, and the more the system will be controlled by a small hardcore crowd with too much time on their hands I believe.

    This game for example was posted on about the same time as the aforementioned game, looks like a much more complete and functional game, yet has almost no votes whatsoever. And how about this game. Been posted fairly recently, but has much higher budget and production values.

    There are also plenty of trolling attempts coming by. I saw Battlefield 3 floating by in Russian earlier today, and a game with pictures of Anders Breivik.

    All too often with things like these it are not the good products that make it, it are the “dreams” that get popular. Sell an idea that makes people dream, say for example Building a Colony on Mars or Oyua and you will get yourself plenty of attention. Dreams aren’t playable though. Games are. It should always be about products, not about dreams. It does not matter how awesome an idea is, if it does not make it into a finished and sustainable product it is utterly irrelevant.

    I would love to see the entire system more business focused and not gamer focused. I would try to keep the average viewer returning to Steam Greenlight as much as possible to reduce the risk of getting the entire system run by a small group of users, and I would do that through:

  • Reduce the amount of fluff as much as possible. The clutter will destroy the system and scare average viewers away.
  • Run continuous incentives to draw average viewers into Greenlight throughout the year, so the user pool does not stagnate.
  • Make it prestigious for companies to post their games on Greenlight. A professional environment with quality games and pitches, even if some of the concepts would turn out to be unpopular or unfitting for Steam, they’d still be presented in a professional way. Make it feel as little as a high school social networking place as possible.
  • No thumbs down. Have a positive atmosphere and reduce the amount of trolling to the maximum.
  • Require a playable demo before being allowed to post your game, or a gameplay video at the least. If you cannot get a working prototype done, you will not be able to ever make a game either.
  • Require, and this is an absolute must for me, people to first register as a Greenlight developer before being allowed to post games, and restrict the registration only to proper businesses, meaning those with a registered company. That can still be one guy on his own making indie games, but with a properly registered business. That is something you would need anyway, as you wouldn’t be able to sell games anyway without it. And that would immediately remove all minors, and all people who aren’t serious.
  • The irony of the whole indie revolution is that so many people got into it, that in order for the whole thing to continue to work it will fall back into almost exactly the situation we came from about five years ago. In order to stand out, get attention, and make it through all the gatekeepers like Steam or the console developers, you will soon need (and often already need this kind) a publisher who can open the doors for you that you need opened. I know plenty of developers who approach traditional publishers just for the sake of getting a spot on Steam or XBLA, because they cannot manage on their own. I don’t immediately have a solution for that either. There are just way too many games out there.


    Rekoil on Steam Greenlight – Unmechanical release party August 31st, 2012

    Rekoil
    Since February this year I have been working as freelance level designer/artist/environment art director on the competitive FPS Unreal Engine game Rekoil

    A first trailer has just gone up.

    The game has also gone up on Steam Greenlight... [Content cut off]

    Unmechanical July 12th, 2012

    And here is game number two that I’ve been working on!

    Press release:

    Today, indie developers Talawa Games and Teotl Studios are thrilled to announce the puzzle adventure game Unmechanical, to be released August 8 2012 for PC and a couple of weeks later for iOS.

    Unmechanical is an award-winning 2.5D side-scroller which combines tricky puzzle solving, alluring exploration, and an engrossing atmosphere. The game had humble beginnings as a student project and since then both game and team has grown.

    Unmechanical has been about taking on something for real and working our fingers to the bone to get it done. It’s our hopes and ambitions combined into this very personal, unique, and awesome adventure that’s crafted with lots of love.” Said Marko Permanto, project lead for the Unmechanical team.

    Unmechanical begins with a twist of fate as you’re spirited away by a network of coiled pipes into a mysterious underworld. You find yourself in a strange environment that pulsates from mechanic and organic machinery alike, and your journey to freedom begins. Flying freely through the odd and fantastic surroundings, a powerful tractor beam lets you pick up objects and interact with the world.

    Your quest for freedom requires you to solve a great variety of puzzling challenges, and while it’s easy to pick up and play, later challenges may prove very difficult indeed. On your adventure you might also begin to understand what it all means–The underworld may be more than it seems, the fateful descent more than just chance, and you might not be entirely alone after all…

    For more information about the game, visit Unmechanical at http://unmechanical.net/

    The game started out as one of the game projects at the education Future Games where I teach. Originally put together in just 4 weeks, the little demo was received so well by everyone that the team decided to carry on with development. And that eventually led to the cooperation between Talawa Games, a new studio started up by part of the original team, and my own company Teotl Studios.
    I joined the team about 8 months ago to get the game through its final stages of development. I have been responsible for optimizing all the art and levels, as well visually polishing up all the areas and ensuring the looks and style are consistent throughout the entire game. I also took care of the large majority of the PC to iOS conversion work. Tech/Level artist would sum up my work quite well. My own development work aside, as a company we are helping them with Steam and other business and distribution things.

    The iOS version in particular is something that, from a tech perspective, I am particular proud of. We will be revealing iOS shots in the next couple of weeks but I managed to pretty much translate the PC looks to iOS near 1:1, including normal maps and so on at near no performance loss. I’d really like to produce one or two training videos to go over these iOS Unreal Engine tips and tricks I’ve learned later this year, though I am so very out of time all the time so we will see!

    Other than this game I’ve also been busy handling the internships at Future Games the past half year. Following up and assisting our students throughout their six month internships, and visiting them at the various places where they went. That got me to visit a wide range of studios over the past few months, ranging from the biggest like Guerrilla Games and Dice to small two man indie teams like Oxeye Studios, the guys behind the indie 2D shooter Cobalt. The contacts aside, one of the big things I got out of the whole experience was probably the industry wide (for within this region at least) perspective and overview on how the industry is moving along.


    Kung Fu Superstar May 22nd, 2012

    As promised a while ago, the first of several projects I am currently involved in!

    Kung Fu Superstar is an Unreal Engine martial arts game, and we’ve just released the anouncement trailer, along with an interview over at Eurogamer

    I’ve helped them out by polishing and beautifying all the environments in the video. Lighting, particles and other effects, post process and color correction settings, skies, advanced materials, and so on. Also did some work on character materials and lighting setups.

    Was great fun to do! I like the polishing stage the most of all steps, to really take an environment to the next level and make it shine, so I’d definitely be up for something like this again if anyone else similar projects going :)

    More new stuff in a month, or two at most!


    More Future Games projects March 12th, 2012

    I am really busy with a hundred different things these days. Working on three different games, alternating daily between each of the games. Can’t show anything just yet, but by summer it should all be ready, if not released even! Last year was a bit of a slow year, but this year I am getting back up to full speed!
    I am getting really good at mobile Unreal stuff also lately. I just managed to get large open high poly landscapes going on Ipad at 60 FPS, a mobile foliage system, smooth gradients with absolutely no sign of compression, normal mapping and pseudo specular without dynamic lights and with almost no performance impact, some cool usage of flares, and so on. One on the games I work on is also running on both PC and iOS using the exact same files and levels, I managed to get it to scale in both ways without compromising on both performance for mobile, or looks for PC. I plan to write tutorials on these, or make video tutorials, once I got some more time.

    Also, Syndicate got released a few weeks ago. It is the game I worked as level designer/artist for the first 1.5 year of pre-production/production, until I left to work The Ball fulltime.

    Otherwise I am still occupied with teaching and education. I am handling the internships for last years students and some day to day business at my school Future Games, and tomorrow I am starting a 4 day UDK course at a University in South Stockholm.

    Couple of weeks ago my students over at Future Games completed their second Game Project of the year, again running on UDK.

    Like previous times:

  • Made in just 4 weeks time, with just 5 students a group. Only Artists and Designers.
  • Students started the education only last September.
  • All but one of these games was made without any programming. Pure Kismet.
  • People in Sweden who interested in our school can attend our presentation March 22nd. We take in just 36 people a year and all of our teachers are industry people.

    Goliath

    Goliath is a side-scrolling puzzle platformer with a shooting element. Play as a seek and rescue bot as it tracks a distress signal deep into the wreckage of a downed mother ship and discover where you are and how you ended up there. Overcome hazards and enemy turrets as you progress through 4 distinctive environments to reach your objective.

    Memento

    A man, old and dying lies jacked in to a machine designed not to save his life, but to judge it. He is being forced to relive his memories, both joyful and horrifying, in the largest public trial since those of Nuremberg. The whole world watches with horrified anticipation as the hated old man spends his final hours reliving bloodstained fragments of his dreadful life.

    Rennfahrer



    Rennfahrer is an high octane racing game set in the near future. Burn through a stunning city vista high above the clouds while trying to stay alive as the cities defense system tries to hinder you from reaching the goal.
    With games as “Wipeout” and “Trackmania” as inspiration, buckle up and get ready for adrenaline pumping speed and insane jumps as you race against the timer and drive for your life!

    The Box Project


    The Box Project is an environmentally puzzling platform adventure where you control a swiss-army box. The box contains all the contraptions needed to save the over-polluted world that remains, now that the humans have left for newer worlds. Spring over the junkyard, float through jets of steam, and collect fairies on your path to cleanse the world and make it anew.

    Alex the axolotl


    You play as Alex, a axolotl. You and your family gets taken from your natural habitat by man.
    Set in a aquarium where you will have to swim through dangerous environments to try and find out what happened to your family.

    Bad Luck

    Bad Luck is a game which involves two different types of gameplay, a fast paced side scrolling shoot ‘em up, and a top-down logical puzzler. Each level swaps between these two modes in a challenging and different way, always keeping the players mind and reactions alert. You control a character whose bad luck has left them stranded alone on a planet, trying desperately to make their way to the surface. Unfortunately, bad luck keeps sending you in the opposite direction. With the help of the character’s various abilities (shooting, grabbing, dashing and manipulating time) it’s up to you to reverse the players luck and make your way out of this predicament.


    Tutorials! A Kismet Interface Solution! January 22nd, 2012

    I’ve updated the Simple UDK Game tutorial to reflect recent changes in the engine, and I’ve written an all new tutorial for a brand new Kismet HUD/Interface system!

    This new system, written by Marko Permanto, and based on James Tan’s UI Kismet system allows you to build, control, and animate menus and HUDs through nothing but Kismet!

    Get it now.

    I’ve never gotten into Scaleform. I’ve always thought it is ridiculous to require someone to get and learn Flash and Actionscript just to get a little image to appear on the screen. When making indie games and prototyping concepts you need to be able to get result as fast and as easy as possible, and these Kismet blocks are a major step in the right direction in my opinion. I can make stuff appear on the screen again! Hurray!

    We will be using this system in the upcoming UDK game Marko and I are working on – UnmechanicalJoin us on Facebook also! We are hard at work at getting the game done at the moment so for the time being we don’t want to spend too much time yet on releasing screenshots and videos and all that, but we will soon begin ramping up our media efforts :)


    What does 3 days of teaching and two weeks worth of work give? December 28th, 2011

    Last September I started my annual fall and winter lecturing at Future Games. Normally we start the school year by having the students create a couple of traditional board games, followed by a few months of regular teaching before we let them make their first full games. Contrary to previous years, we decided to throw them in the deep end right away this year and have them make their own games after just 3 days of teaching!

  • The objective was to create fully functional UDK iPad board games.
  • Brand new students with no or little prior knowledge.
  • They had just two weeks available for these games.
  • They only received three days worth of teaching from me before they got going.
  • All these games were made without anyone having touched a single line of code!
  • At Future Games we are convinced that the best way to learn game development is by doing it. Theoretical knowledge is important, but at the end of the day you learn the most by trying things out, and by experimenting. Like many other developers who’ve started out before the era of “game development educations” I got into game development by making one level after another, one mod after another, and so on. We are trying to capture that spirit of proactive practically focused entrepreneurship many game developers in the industry have, in our education. If anyone in the vicinity of Stockholm would like to visit us, we regularly organize informal evening get togethers – follow the event on Facebook for information on when.

    Either way, here are the results from our 35 new students and two weeks of work:

    Knugen

    In the age of knights, honor and treachery, the black (and merciless) king has been ruling the green lands of Landora since he slew the white kings father, who had been a just king for decades. Now the white king is eager for justice and to reclaim what (he believes) is rightfully his! Can he succeed? Or will the black king continue to rule it with an iron fist?
    Knugen is a turn based, strategic two-player game where you affect your opponent, either by griefing him or helping him, by grabbing the goodies on the way to the throne. One must also beware, the race for the throne will awake blind spirits of fallen warriors from past times to fulfill their pledge to defend the throne from intruders!
    Swipe in the direction you want to move and stomp your way through your opponent and the ancient, beautiful hallway to claim the throne for yourself! A quick and fun game with unlimited replayability to play whenever you want to show your friends who the real king is!
    So, which king will prevail? The fate of Landora is your hands.

    Mischief

    “MISCHIEF!” is a family friendly multi-player game that features classic gameplay, that fans of traditional board-games will appreciate. Control one of four mischievous goblins seeking to earn their riches, and purchase the four mystical trinkets from across the realm. If things aren’t going your way, throw down a ‘Mischief’ card that will mess things up for the other players – Steal their items, teleport them away or just make them lose their precious gold! Featuring simple intuitive controls and cure colorful graphics, “MISCHIEF!” should keep you, and maybe your own little Mischiefs, entertained for hours!

    Polarity

    Polarity is based on a boardgame we all remember from our childhood: The Labyrinth, more commonly known as “the one where you tilt the board around to avoid the ball from falling into holes”.
    Contrary to the original game, tilting the iPad has little effect on the direction of the ball. Instead you are to travel around the board attracting and deflecting yourself from the magnetic power plants by switching their polarity.

    They See Me Rolling

    Experience the next generation of labyrinth games! They See Me Rolling brings new life to an old genre, using open environments, dynamic obstacles and a revolutionary advancement system. Controlling a lonely and previously immobile rock yearning for the power of flight, you must navigate unique environments on your quest to steal the sandals of Hermes and finally fulfill your dream.

    Jungleprod

    Jungleprod is the latest sensation to hit the iPad! Using the iPad’s touchfunctions you will get a truly breathtaking experience swiping through the jungle! Tread carefully because the jungle is as lively as ever. Beware of Crocodiles, monkeys, and other jungle critters on your way to the treasure!


    Performance Profiling November 20th, 2011

    I have written a new UE3 tutorial: An introduction to Performance Profiling

    Also, the 3DSMax Batch Export script has been updated with a small bug fix – Thanks “Keen”!

    Currently going through my yearly fall and winter teaching sessions at Future Games in Stockholm. First thing I had the new class of students do this year was to build a UDK iPad board game, after just three days of teaching. The results were impressive, I will put it up here in my news later this year!


    Texture Creation Using nDo2 October 29th, 2011

    New tutorial!

    I have written a step by step walkthrough tutorial on:

  • How to create a photo-sourced diffuse texture.
  • How set up its normal map using nDO2.
  • nDo2 is a new tool that hooks into Photoshop, and allows you to paint and draw normal maps directly in Photoshop.


    Syndicate and Books September 17th, 2011

    As I posted on Twitter a few days ago, the game that I worked on before I started up Teotl Studios to work on The Ball full time just got announced by EA: Syndicate.
    And related to that, I thought this was quite a nice parody.

    That aside, I recently read through a couple of game design books for my course at Future Games.

  • Game Design Workshop by Tracy Fullerton and Rules of Play by Katie Salen and Eric Zimmerman
    I thought these two were too academical and very tiring to read. I gave up a few dozen pages into both books. My students experienced the same..
  • A Theory of Fun by Raph Koster
    Great tiny little book. Very easy and fast to read and gives some interesting insights..
  • Level Up by Scott Rogers
    Was ok. I read through it entirely which means something in itself, and it was interesting at times but I did feel like it stuck to the basics a bit too much and I did not feel like I got much out of this book. Perhaps better fit for people starting out with game development..
  • The Art of Game Design by Jesse Schell
    This was by far the best book out of the bunch for me. It goes quite deep into certain subjects, gave me a lot of insights and perspectives into various topics, and it managed all in a non-academical way. Even though its subjects were a bit “heavy” at times, it was quite easy to read through. I can recommend this book.
  • Spending the month in the Philippines at the moment of all places. Vacation. Great place. The climate is a bit too warm perhaps but life feels free and relaxing here. Flying back next weekend, and then I will begin teaching my regular yearly courses at Future Games until February.


    nDo 2! September 7th, 2011

    My friend Teddy and his colleagues over at Quixel have released the nDo 2 beta! I can highly recommend it. It allows you to paint and modify normal maps directly in Photoshop, and as I never really got into all that Zbrush and Mudbox stuff this is really the missing piece of tech I had been looking for for a long time. Go check it out.


    Tutorials July 24th, 2011

    I came across a couple of interesting articles, books, and a program:

    Dave’s Mapper – A top down map generator. Can’t really use it for anything serious, but it may give you some inspiration when you try to come up with a floorplan. It is actually remarkably UT’ish/Quake’ish what it generates :)
    Modular Environments in UDK – A tutorial from my friend Thiago Klafke on creating modular meshes for use in the UDK (or other engines if you wish).
    Motivating Players in Open World Games - An article on game and level design in open world games from someone from Bethesda.
    Spacescape – Free star texture generator.

    Also I just bought a couple of books, two most notable ones are:

    Pictorial Encyclopedia of Historic Architectural Plans, Details and Elements – Reference guide with nothing more than side and top sketches of parts of historical buildings.
    Architecture Form, Space, and Order - Very readable. Just enough text, and thousands of pictures. Really nice book if you want to developer a better understanding of architecture and you don’t want to read hundreds of pages of heavy academical text.

    Also have two game design books to still go through, and a book on castles. I figured since games are usually about assault/defend, lets read some in-depth info on castle design.


    I once more managed to get bad at updating the site.. July 19th, 2011

    Long time no update again, there goes my promise of updating more regularly :) It is quite hard to find the time with all the other things I am doing.

    I made some changes to the site. I removed a directory with images that were normally no longer used (I hope) and I fixed a few broken images and bits of text that messed up when it got ported over to WordPress. I also moved all large images back from the secondary host to the host the website itself is on too, after someone complained he could not see the externally referenced images. They should also load faster now. Let me know if some images ported over incorrectly.

    I am currently working on some mobile Unreal Engine projects. I am working on a small kismet only mobile game that will be used for a new video for Eat3D, and we are porting over The Ball. We got it running at 30-40 FPS all the way through the first 3 levels actually, so that is really promising and these mobile devices are getting really powerful lately. More on that later when things solidify a bit more. Will also be traveling a lot later this year for a long vacation, and I will be back to teaching at Future Games in fall, until late winter 2012.

    Quite a few stories popping up lately about excessive crunch and other such scandals. First we had the LA Noir Credit scandal and the stories about management and excessive crunch, now horror stories about Gameloft in New Zealand surfaced. It is really disgraceful, criminal even as far as I am concerned. I read a story of a a guy who was made to work 16 hours every day for almost half a year long while having a 3 month old baby at home… That shows just how incredibly immature the industry still is. Meanwhile the IGDA which is suppose to represent and defend our interests as developers has proven yet again that it really does not care for its members and is unable to stand up for us. This is just one out of many scandals that they have failed to respond to (Tim Langdell anyone? – and check out his amusing performance in court too), making me wonder exactly what its purpose really is…
    There seems to be growing awareness of the excessive crunch problem though, even among junior developers, and each and every one of these stories that surfaces will further our cause, but there is more to be done. We need an increased awareness and opposition. Excessive crunch without a solid and fair compensation package is absolutely unacceptable!

    A website dedicated to the topic popped up a few days ago: I Love Crunch


    Portal ARG Post Mortem + New Tutorial April 24th, 2011

    I finally found time again to write a new tutorial, on Eastern of all days. The new tutorial is about Texture Optimization and talks about lowering the memory footprint of your 2D assets in the UE3/UDK. I intend to finally go over the 3 material tutorials whenever I find time again, as those are desperately in need of an update.

    I also wrote up a post mortem on the things we did for the Portal 2 ARG/Potato Sack. There is quite a big section in it about the level we did.

    Now that I finally have near unlimited bandwidth and diskspace on this server I was thinking if I could perhaps extend my site somehow. If anyone has ideas let me know via mail, Facebook, Twitter, IRC, whatever!


    The Ball/Portal Crossover! April 13th, 2011

    Sorry, long time since the last update. There goes my idea of updating regularly :) I also still got those interviews around I have still yet to post. Too many other things to do. I have recently held two talks on UDK at Stockholm University, and I have also held one at Nacka Highschool, south Stockholm. Two fellow Dutchmen, both from the Renegade X team, have also spent a few days at my place to get some more in-depth knowledge on Unreal. Furthermore my website has known some problems over the past two weeks but those have now all been resolved. The site has moved servers, and I now finally have unlimited bandwidth available!

    I also bought a new camera, finally. My previous camera was seven years old and it started to look really prehistorical (it had a 4 cm diameter lcd screen for example…). New one is a Sony a55. Going to give my photography hobby a new impulse :)

    The big news this month however, is our The Ball Portal DLC level:

    Over the past month and a half or something we had been working on this Portal/The Ball crossover level. It has about an hour worth of gameplay. Huge props to Valve for letting us officially infringe on their IP! Part of the Potato Sack!

    Thanks to our whole team for making this possible!

    Programming
    Markus Arvidsson

    Art
    Markus Palviainen
    Lukas Arvidsson

    Level Design/Environment Art
    Sjoerd “Hourences” De Jong
    Mario Marquardt
    Kevin Cytatzky
    Dan “Cardo” Shannon
    Marko “Urre” Permanto
    Joachim Holmér


    Future Games UDK Projects! February 22nd, 2011

    Over the past few months I have been teaching at Future Games in central Stockholm, and after a three months of introductory classes the students got to make their first game, using the UDK.

    The students had some serious limitations imposed on them:

  • Five students a team. 3 Artists. 2 Designers. No programmers! These games were done with no or very little UnrealScript and it shows how powerful and artist-friendly the Unreal Engine is!
  • For many this was the very first game they made. Most of them had no or very little prior experience with game development.
  • They had only 4 weeks to make these games.
  • It had to be a vehicle based game.
  • They were only allowed to use 5 MB worth of 3D data, 10 MB worth of 2D data, and 50 000 triangles per level.
  • I am really happy with the results. The students did an awesome job and the quality they accomplished surpassed my expectations!


    Unmechanical – Winner according to our jury
    By André Axrud, Marko Permanto, Markus Andersson, Sandra Scholz, Sofia Jakobsson

    Captured by a creature unknown, you must now find your way through the weird and horrid underground to find your way back home to your family.
    Solve mindbending puzzles using very easy controls to navigate your little character.
    Use your environment to your advantage by manipulating objects with your powerful tractor beam.


    Furious Trucker
    By Emil Wikström, Jesper Engström, Jakob Pålinger, Peter Wilhelmsson, Sofie Sundqvist

    The truck full of fury is now in your possession! Deliver the cargo through forests, fires and steep cliffs, while you run over hoards of debris scattered around in all chaos.

    Red Edge
    By Joachim Holmér, Tomas Holm, Björn Eriksson, Jenny Nordenborg, Jesper Janson, Patrik Robertsson

    On a distant planet in a far off galaxy, a crashed spaceship is slowly sinking into a poisonous swamp… Fifteen years after the forced landing, a small maintenance drone has finally generated enough energy to boot up… The human crew is suspended in cryo stasis and the only one who can save them is YOU…

    The Fly-Guy
    By Erik Wonnevi, Fredrik Albrektson, Jessica Wiklund, Jonas Gustafsson, José González

    You are Mr González, an intruder in the human world who seeks to rescue his trapped son.
    As humans are not particularly fond of flies, stay out of their way while indirectly making them open the doors for you.

    Lanternus – Luminent Descent
    By Giuseppe Lacapra, Klara Nordin, Carlos Lundhall, Max Elmberg Sjöholm, Omar Chaouch

    In the depths of the ocean lies an acient alien structure, with mysterious powers it has corrupted the surrounding environment. Take control of a submarine and dive in to the abyss!

    The Not So Flying Carpet
    By Bojan Piperac, Fredrik Henriksson, Leo Ringborg, Oskar Thuresson, Rasmus Bremholm

    The not so flying carpet is a reaction based racing/platform-jumping game set in a dark, murky forest with an arcade style fast paced gameplay.

    Mailman
    By Andreas Häll-Penninger, Ivan Boström, Gustav Holmström, Jennie Persson, Malin Lindgren

    Mailman is an adventure game about a man who’s on a quest to deliver a very important package. Something goes wrong and he crash lands with his airplane on a world of islands, and now he has to retrieve his lost package and get back home.



    PC Gamer: The Ball is the Best Action/Adventure Game of 2010 January 3rd, 2011

    PC Gamer has awarded my game ,The Ball, Best Action/Adventure of 2010! Thanks a lot! That is cool :)

    "A masterstroke of minimalism, The Ball was the best gaming vignette of the year. There’s no dialog, sweeping cinematics or tacked-on multiplayer mode to burden The Ball—just a lightweight, focused, gameplay-driven short story."

    In other news, after a very calm and relaxing Christmas vacation I am now back at my regular schedule. I updated my first Material tutorial a little, but given my schedule I don't think I will be able to do any further tutorial updates for at least a month. Basically the only ones left to do are two material tutorials, and one tutorial on triggering materials (outdated – the Kismet actions it refers to were removed a few months ago).


    The Ball for 75% off! December 29th, 2010

    The Ball is available for 75% off today and tonight only! And it actually is my birthday today, so if you feel like buying something for me, buy The Ball :)

    Not much happening otherwise, I am taking it easy. 2011 looks like it will be a busy year. I am slowly making progress on my book about The Ball but I am not sure at all when it will be done. Progress goes slow, and it is a bit too random right now. It is covering the story behind The Ball and its art style and all, how to set up and organize an indie team, and how to practically use the UDK. That is too much. Too unfocused. So I am going to see if I can fix that, possibly split it up or remove parts. If I can’t I might just dump the idea, or recycle it into something else.

    Also if you haven’t already, feel free to add me on Facebook!


    Almost! December 20th, 2010

    I am almost there! I made a big push over the weekend, and I have now fixed up all tutorials but the three material tutorials!

    InterpActors

    • Rewrote it entirely.
    • All new screenshots.

    Lightmapping

    • Extended it with a whole section.
    • Rewrote parts of it.

    And I fixed up the layout of all other tutorials. If only I could force myself to wrestle through the material tutorials now :)

    Teaching means lots of vacation. Three weeks of nothing coming up, which I plan to spend on making the start on my new book, and reading through some game design books I borrowed from school. Also came across this blog today Making Big AAA Games: Not The Dream Job (Anymore), which pretty much sums up my feelings as well.

    And I saw this Photoshop plugin float by today as well. vTools, with a bunch of useful scripts, whatever use you may find for it. People interested in Photoshop scripts should also check out my ex-colleague Teddy’s script nDO by the way, if you haven’t already. It is neat!


    Continued Tutorial Fun… December 16th, 2010

    Goes really slow, I lost so much time the past two weeks on all kinds of other things. I have barely had the time to work on updating all my tutorials. I have made a big push today though.

    Physics

    • Fixed up the English.
    • Replaced outdated screenshots.
    • Added CanBecomeDynamic
    • Added Force Actors. Wanted to add Constrain Actors but ran out of time.

    Sound

    • Replaced and added new screenshots.
    • Rewrote a large part of it to be more accurate.
    • Added AmbientSoundSimpleToggleable.

    Streaming

    • Rewrote part of the text. More accurate now.

    Also I fixed some of the formatting of the Soft Physics and Foliage and Deco Layers tutorials.

    Completely unrelated, but I just built a super tiny PC. I have been wanting to do so for a long time and now I finally got to it. Mini-ITX. The thing uses just 20W to operate, and the only moving element in the PC is the on button! In fact, my TV, which it is hooked up to, makes more noise than the PC :)

    I can now reply emails from the comfort of my couch, and watch YouTube on my TV.

    Also, here is something cute. MakeHuman. It is a free character generator, like found in RPGs. It generates a base character which you can then export to a 3D program to further work on. Gets you up and running much faster when modeling a character. The export function doesn’t seem to work very well yet, but still a very nice tool!


    Dubai and a new tutorial about cool UE3 tools. December 7th, 2010

    I have had very little time the past week, much less than I had hoped, and I have pretty much spent all my time on typing emails and documents, and it is set to continue for a while as it is looking now. Fun! I had three interviews about The Ball pop up, and I have been so smart to make my students write design documents, which I now have to read through. Totals about 200 pages :)

    I also had to write my monthly column for Official Playstation Magazine Benelux. I have been writing a column for them for about a year I believe, so if you happen to read Dutch check them out. The one I just wrote is about how I see the retail and digital markets evolve in the future, and an insight in digital pricing.

    I pressured myself to do get one new piece for my website done however, to at least somewhat keep myself on schedule. I highlighted some cool tools and programs I use for UE3 in Cool Tools. If you got any other tools that come in handy when working with UE3 feel free to tell me!

    Also, two of my The Ball programmers, Markus Arvidsson and James Tan just got back home from Dubai, where they had a bunch of workshops about the UDK at Epic’s booth. Here are some pics of them two, together with Jay Wilbur from Epic.

    Thanks for the opportunity Epic!

    And lastly, The Ball could really use your vote over at IndieDB.com!

    Indie of the Year Awards


    More Updates and a cool magazine November 30th, 2010

    And going on… This is actually quite boring to do :) I can’t wait until I can get started with new things.

    Light Functions

    • Replaced an outdated screenshot and corrected a few things.

    Fog

    • Corrected a few things and added in a section on Exponential Height Fog

    I also updated lots of tiny things in A Simple UDK Game, Decals, Cutscenes.

    A while ago I stumbled across a magazine from 1955 on Google Books: Popular Mechanics. Awesome!

    There is some seriously crazy stuff in it, and it is really interesting to read this and develop an insight in society of 50-60 years ago. They were obsessed by uranium for one, and didn’t really seem to understand the dangers of messing around with it. The magazine is full of uranium topics.

    “If you are looking for a vacation in the open with adventure thrown in, why not consider prospecting for uranium? In on evening you can assemble a vacation geiger counter!”

    And the best one of them all: Forestry in 2005.

    “Like a giant eagle spotting supper from the air, the helicopter hovers over the densely timbered mountainside. As the pilot checks instruments, the logger members of the two man crew refers to a memorandum dated that day – August 12 2005… Watching every flick of the helicopter’s supersensitive geiger counter, the pilot begins to ‘zero in’ on a big pine. The tree is one that had been radioactively marked by a ground crew. With the helicopter over the marked pine, the pilot nods, and says ‘Hooks away!’”

    They actually believed we were going to mark trees with a radioactive material in 2005, then detect such a marked tree from a heli, and then pull up the entire tree, roots included, right out of the ground with that very heli! “Not only possible, but probable”


    Welcome to my new website! November 18th, 2010

    Now that I’ve finished The Ball I finally found the time to get back to my website! An all new website and a fresh start!

    So what is new?

  • The design. Brought up to standards, modern, cleaner, more business like.
  • WordPress. Will make it easy for me to update it regularly, rather having having to mess with HTML files and a FTP.
  • Less clutter. I dumped a number of pages that weren’t all that useful, or I combined them with other pages. The result is a less cluttered website.
  • More updates. Updates every half a year suck. The plan is to post news at least a few times a month. What I am up to, and cool things that I came across online that caught my attention. That could be a video, website, a book, a game, and so on.
  • Updated tutorials. Some of my tutorials were written all the way back in 2007 and 2008. I am in the process of updating all those old tutorials.
  • New tutorials. I plan to write a few new tutorials once I got the old ones touched up. I am thinking of Cascade and Material tutorials at the moment but it could go anywhere.
  • Interviews. I want to do weekly or bi-weekly interviews with level designers and environment artists. If you work for a studio or on a really cool indie game feel free to shoot me a mail! I will need a lot of people to interview!
  • The tutorial pages are currently WIP. Everything else should work. If there is anything that does not work please shoot me an email/tweet so I can fix it.

     

    Hourences.com is a pretty major website. Here are some interesting numbers from the past 365 days:

  • 289 023 visitors.
  • 1 602 553 pageviews.
  • Most popular page is in the tutorials index page with 248 567 views.
  • 137 362 unique visitors according to the tracker. Although that is probably not correct.
  • People from 172 countries visited my website. Top three USA (87 748 people), UK (34 479), Germany (16 926).
  • 56% Direct traffic. 23% Redirects. 20% Search engine traffic.
  • Most popular search word “hourences” – brought in 15 224 visitors. Another few thousand from various variations on my name.
  • For a website that I updated pretty much once in that entire time I am not unhappy with that… :) I really intend to do more with it, as time allows, and have it grow in size even more.

    My UDK Game tutorial I posted on www.theballthegame.com rather than Hourences.com in itself pulled in another 152 714 visitors for that single page (that page will be moved to Hourences.com now by the way).

    Thanks a lot to Ryan Watson – 1clickwebdesigns.co.uk for redesigning my site and setting it all up!