Sjoerd De Jong

Level Designer and Artist

Antwerp Area, Belgium

Current
  • Senior Level Designer at Starbreeze
  • Tutor and Lecturer at Various
Past
  • Author at Hourences
  • Contract Level Designer at Webzen
  • Senior Level Artist at Khaeon
Connections
270 connections
Industry
Computer Games
Websites

Sjoerd De Jong’s Summary

More info on my portfolio website http://portfolio.hourences.com

Sjoerd De Jong’s Specialties:

# Unreal Engine (10 Years Experience - 4 Unreal Engine Games)
# Level Design (Gameplay/Visuals, Multiplayer/Singleplayer)
# Teaching (Unreal Engine/Level Design)


Sjoerd De Jong’s Experience

  • Senior Level Designer

    Starbreeze

    (Public Company; 51-200 employees; Computer Games industry)

    February 2008Present (1 year 6 months)

    Working on environments.

  • Tutor and Lecturer

    Various

    (Computer Games industry)

    July 2007Present (2 years 1 month)

    Active as a tutor and lecturer, educating students and training studios in Unreal Technology and Level Design.

    July 2007 - Playlogic Games
    Contracted to get their artists and designers up to speed in Unreal Engine 3 in a week time.

    January 2008 - VSTEP
    Contracted to give a two day crash course on Unreal Engine 3.

    October 2008 - February 2009 - The Garden
    As a part time teacher I educated a group of 10 students in Level Design and Unreal Engine 3.

    January 2009 - FutureGames
    Gave a month long introduction course on Unreal Engine 3 to a class of 13 students, including giving out and grading homework.

  • Author

    Hourences

    (Computer Games industry)

    January 2006August 2008 (2 years 8 months)

    As an independent author I wrote:

    The book The Hows And Whys Of Level Design
    The book The Hows And Whys Of The Games Industry
    The book The Hows And Whys Of Level Design Second Edition
    And about 30 Unreal Engine 3 tutorials.

  • Contract Level Designer

    Webzen

    (Public Company; 501-1000 employees; Computer Games industry)

    January 2007December 2007 (1 year)

    Webzen contracted me as a multiplayer level designer and artist. Over the course of a year, I designed, conceptualized, and created around six entire multiplayer levels for their game Huxley, using Unreal Engine 3.

  • Senior Level Artist

    Khaeon

    (Computer Games industry)

    October 2004August 2007 (2 years 11 months)

    I was responsible for creating and designing very large parts of a MMO world, using Unreal Engine 2.5. I designed, created, conceptualized, directed, and optimized dozens of very large environments. I designed the team's workflow and taught them the engine. I put down the visual style of the environment together with the concept artist, and I was responsible for the final tweaks in the level such as the atmosphere, day and night cycles, and post processing.

  • Contract Level Designer

    Prophecy Games

    (Computer Games industry)

    December 2006February 2007 (3 months)

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

  • Contract Level Designer

    Digital Extremes

    (Privately Held; 51-200 employees; Computer Games industry)

    June 2005September 2005 (4 months)

    I was contracted to create two entire multiplayer levels for the FPS Warpath, using Unreal Engine 2.5.

  • Environment Artist

    Guerrilla Games

    (Privately Held; 51-200 employees; Computer Games industry)

    September 2003September 2004 (1 year 1 month)

    Responsible for modeling and lighting entire environments for the action game Shellshock Nam 67, using an in-house engine. Also spend a few months working on lighting out the characters in the cutscenes of Killzone.

  • Contract Level Designer

    Epic Games

    (Privately Held; 51-200 employees; Computer Games industry)

    May 2004August 2004 (4 months)

    I was contracted to create an additional two entire levels for the official UT2004 add-on Editors Choice, using Unreal Engine 2.5. I was responsible for both the design and conceptualization, as the modeling, lighting, and polish.

  • Contract Level Designer

    Epic Games

    (Privately Held; 51-200 employees; Computer Games industry)

    May 2003September 2003 (5 months)

    As a contracted level designer I was responsible for the creation of six entire levels for the game Unreal Tournament 2004, using Unreal Engine 2.5. Responsibilities included the gameplay design, conceptualization, geometry, lighting, and polish.

    These levels include the hugely popular demo levels Rankin and Torlan, and the E3 demo level Rrajjigar.

  • Contract 3D Modeler

    Streamline Studios

    (Privately Held; 11-50 employees; Computer Games industry)

    February 2003May 2003 (4 months)

    Contracted to create low poly environment models for an urban race game.


Additional Information

Sjoerd De Jong’s Websites:

Sjoerd De Jong’s Interests:

Environments, Unreal Engine, Unreal, Mod community

Sjoerd De Jong’s Honors:

Three first prizes and a dozen runner up prizes in the worlds biggest gamedevelopment contest: the 1,000,000$ MakeSomethingUnreal

Throughout ten years of modding I have received dozens of community awards, including at least twenty "Level Of The Month" awards at various community sites, levels picked for "Best Of" features, articles, interviews, and so on.

Gamedevelopment forum moderator at 9Lives.be - the biggest Belgian gaming community.

Level Design forum moderator at BeyondUnreal.com - the biggest and oldest Unreal community.

IRC Moderator/Founder of several large Unreal Engine IRC channels together housing a hundred professionals and hobbyists.

Group Manager and Founder of the LinkedIn groups Unreal Developer and Level Design, representing over a 1000 professionals.

Ran daily business on the community website Nalicity.com for four years as the head admin. The site closed down in 2008 after having been online for 10 years.


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