Level Designer and Artist
Antwerp Area, Belgium
Level Designer and Artist
Antwerp Area, Belgium
More info on my portfolio website http://portfolio.hourences.com
# Unreal Engine (10 Years Experience - 4 Unreal Engine Games)
# Level Design (Gameplay/Visuals, Multiplayer/Singleplayer)
# Teaching (Unreal Engine/Level Design)
(Public Company; 51-200 employees; Computer Games industry)
February 2008 — Present (1 year 6 months)
Working on environments.
(Computer Games industry)
July 2007 — Present (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.
(Computer Games industry)
January 2006 — August 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.
(Public Company; 501-1000 employees; Computer Games industry)
January 2007 — December 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.
(Computer Games industry)
October 2004 — August 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.
(Computer Games industry)
December 2006 — February 2007 (3 months)
Contracted to dramatically touch up their publisher demo level in a very short amount of time, using Unreal Engine 3.
(Privately Held; 51-200 employees; Computer Games industry)
June 2005 — September 2005 (4 months)
I was contracted to create two entire multiplayer levels for the FPS Warpath, using Unreal Engine 2.5.
(Privately Held; 51-200 employees; Computer Games industry)
September 2003 — September 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.
(Privately Held; 51-200 employees; Computer Games industry)
May 2004 — August 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.
(Privately Held; 51-200 employees; Computer Games industry)
May 2003 — September 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.
(Privately Held; 11-50 employees; Computer Games industry)
February 2003 — May 2003 (4 months)
Contracted to create low poly environment models for an urban race game.
Environments, Unreal Engine, Unreal, Mod community
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.