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2005-2007
LEVELS 2007-2011

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2011-TODAY



LEVELS 2007-2011

This page contains levels I made between roughly 2007 and 2011. It contains both levels I made for commercial projects, such as Huxley and The Ball, and levels for personal projects. The levels are sorted to creation date, not to quality or type.

What I've done precisely on every level can be found in the descriptions.




  • Portal DLC (The Ball)
  • Hueca (The Ball)
  • Cahua (The Ball)
  • Teotl (The Ball)
  • Pehua and Oztoc (The Ball)
  • Miscellaneous (Syndicate)
  • CTF-Krodan (UT3)
  • DM-Krodan (UT3)
  • MP-TheSpire (Gears Of War)
  • CTF-Junkcity (Huxley)
  • CTF-Crater (Huxley)
  • DM-Crevice (Huxley)
  • DM-ThinIce (WarPath)
  • CTF-Decay (WarPath)
  • Verlan Island (Far Cry)


  • Portal DLC - The Ball

  • Description : Singleplayer DLC level for the game The Ball, made as part of the Potato Sack Portal 2 launch campaign, in cooperation with Valve - Commercial Project - Unreal Engine 3
  • Design and Concept : I designed the overal grand lay-out and the overal goal of the level, and a number of areas, but let the design of some of the individual rooms and fights to others. Also involved in the level design and scripting of these levels were Mario Marquardt, Kevin Cytatzky, Dan Shannon, Joachim Holmér, Marko Permanto
  • Environment : A few exceptions aside I created all environment assets except for the iconic Portal ones (those were given to us by Valve). I created and directed the art style of the level. I took care of unifying the lighting and post processing, general visual touch up, as well as the optimization of many areas. I also built several areas entirely myself. Also involved in the creation of the environment art seen in this level were Mario Marquardt, Markus Palviainen, Kevin Cytatzky, Dan Shannon, Joachim Holmér, Marko Permanto plus the assets delivered by Valve.



  • Hueca - The Ball

  • Description : Singleplayer levels for the game The Ball - Commercial Project - Unreal Engine 3
  • Design and Concept : I designed the overal grand lay-out of the level, and a number of areas, but let the design of some of the individual rooms and fights to others. I took care of the story. I scripted about 30% of all gameplay in the level. Also involved in the level design and scripting of these levels were Dan Banefelt, Mario Marquardt, Kevin Cytatzky, Anton Botvalde.
  • Environment : I created 90% of all environment assets in the game (1000+ assets), and I created and directed the art style. I took care of the lighting and optimization of many areas, and I also built a large portion of the areas shown in these screenshots entirely myself. Also involved in the creation of the environment art seen in this level were Dan Banefelt, Mario Marquardt, Markus Palviainen, Kevin Cytatzky.



  • Cahua - The Ball

  • Description : Singleplayer levels for the game The Ball - Commercial Project - Unreal Engine 3
  • Design and Concept : I designed the overal grand lay-outs of the levels, and a number of areas, but let the design of some of the individual rooms and fights to others. I took care of the story. I scripted about 30% of all gameplay in the levels. Also involved in the level design and scripting of these levels were Dan Banefelt, Kevin Cytatzky, Mario Marquardt, Anton Botvalde.
  • Environment : I created 90% of all environment assets in the game (1000+ assets), and I created and directed the art style. I took care of the lighting and optimization of many areas, and I also built a large portion of the areas shown in these screenshots entirely myself. Also involved in the creation of the environment art seen in these levels were Dan Banefelt, Lukas Arvidsson, Kevin Cytatzky, Mario Marquardt, Markus Palviainen.



  • Teotl - The Ball

  • Description : Singleplayer levels for the game The Ball - Commercial Project - Unreal Engine 3
  • Design and Concept : I designed the overal grand lay-outs of the levels, and a number of areas, but let the design of some of the individual rooms and fights to others. I took care of the story. I scripted about 30% of all gameplay in the levels. Also involved in the level design and scripting of these levels were Thomas Browett, Mario Marquardt, Dan Banefelt, Kevin Cytatzky, Ben Edney, Anton Botvalde.
  • Environment : I created 90% of all environment assets in the game (1000+ assets), and I created and directed the art style. I took care of the lighting and optimization of many areas, and I also built a large portion of the areas shown in these screenshots entirely myself. Also involved in the creation of the environment art seen in these levels were Thomas Browett, Dan Banefelt, Kevin Cytatzky, Mario Marquardt, Markus Palviainen.



  • Pehua and Oztoc - The Ball

  • Description : Singleplayer levels for the game The Ball - Commercial Project - Unreal Engine 3
  • Design and Concept : I designed the overal grand lay-outs of the levels, and a number of areas, but let the design of some of the individual rooms and fights to others. I took care of the story. I scripted about 30% of all gameplay in the levels. Also involved in the level design and scripting of these levels were Thomas Browett, Mario Marquardt, Anton Botvalde.
  • Environment : I created 90% of all environment assets in the game (1000+ assets), and I created and directed the art style. I took care of the lighting and optimization of many areas, and I also built a large portion of the areas shown in these screenshots entirely myself. Also involved in the creation of the environment art seen in these levels were Thomas Browett, Mario Marquardt, Markus Palviainen.



  • Miscellaneous (Syndicate)

  • Description : Prototype areas for the first few playable builds of Syndicate - Commercial Project - In-house Engine
  • Design and Concept : The areas I built had limited to no gameplay and were meant for cutscenes, fly-bys, and setting the style.
  • Environment : I built almost everything brush based seen in the screenshots (90% of the environments), and was responsible for the lighting as well as the colors used. Credit to the team of texture artists and modelers, as well as concept artists of the project for the creation of all textures and materials used, as well as the used environment props.



  • CTF Krodan - UT3

  • Description : CTF variant of DM Krodan - twice as large and using different colors - Hobby Project - Unreal Engine 3 - Included in CBP
  • Design and Concept : The level was entirely self designed and conceptualized.
  • Environment : Except for the car, two statues, and the spiderweb texture, absolutely everything in this level was created by me.
  • Download : BeyondUnreal



  • DM Krodan - UT3

  • Description : Small DM map set in an atmospheric canyon - Hobby Project - Unreal Engine 3 - The first custom level to be released for PS3 ever with the help of Epic Games.
  • Design and Concept : The level was entirely self designed and conceptualized.
  • Environment : Except for the car, two statues, and the spiderweb texture, absolutely everything in this level was created by me.
  • Download : Hourences.com DL



  • MP The Spire - Gears Of War

  • Description : An estate on top of a spire. Both teams spawn in the gardens surrounding the house, and fight out their battle in the central hallway - Hobby Project - Unreal Engine 3 - Made in four days!
  • Design and Concept : Inspired by the Gears Of War art style, besides that, it was self designed and conceptualized.
  • Environment : Most textures and modular meshes were created by Epic's art team. All BSP as well as the entire surrounding scene with all the spires, rocks and so on were modeled by myself. This also goes for all lighting and special effects.
  • Download : BeyondUnreal



  • CTF-JunkCity - Huxley

  • Description : A large shanty town, dominated by a massive pipeline cutting through the valley, leaking acid - Commercial Project - Unreal Engine 3
  • Design and Concept : Entirely self designed and conceptualized.
  • Environment : Most generic textures and modular meshes were created by Webzen's art team. Everything else was made by me.



  • CTF-Crater - Huxley

  • Description : Struck by a meteor, the medium sized CTF level takes place on the edge of the crater - Commercial Project - Unreal Engine 3
  • Design and Concept : Self designed and conceptualized.
  • Environment : Most content by Webzen's art team except for large bits of rock and other terrain which I modeled. Additional help from Robert Horvart.



  • DM-Crevice - Huxley

  • Description : A square in a city ruined by a devastating earth quake, that created a series of deep crevices cutting through the area- Commercial Project - Unreal Engine 3
  • Design and Concept : Entirely self designed and conceptualized.
  • Environment : Most generic textures and modular meshes were created by Webzen's art team. Everything else was made by me.



  • DM Thin Ice - Warpath

  • Description :A high tech futuristic Deathmatch level set in a cold environment - Commercial Project - Unreal Engine 2
  • Design and Concept : The level was self designed and conceptualized.
  • Environment :Most textures and modular meshes were created by the Digital Extremes Art team. Everything else was self created. Extra credit to Jean "Chicoverde" Rochefort for additional help.



  • CTF Decay - Warpath

  • Description : A medium sized rusty industrial Capture The Flag level - Commercial Project - Unreal Engine 2
  • Design and Concept : The level was entirely self designed and conceptualized.
  • Environment : Most textures and modular meshes were created by the Digital Extremes Art team. Everything else was self created. Extra credit to Jean "Chicoverde" Rochefort for additional help.



  • Verlan Island - Far Cry

  • Description : A pine forest with a lake in the middle - Non Playable Hobby Project - Far Cry
  • Design and Concept : The level was entirely self designed and conceptualized.
  • Environment : Apart from the skybox texture and the ship, everything was self created.



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