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ALL VERSIONS
Very extensive experience with each generation of the Unreal Engine - Unreal Engine 1, 2, 3, and 4.
I have been working with the Unreal Engine on a nearly daily basis since 1999. I have accumulated over 30 000 hours spent in the engine approximately!
I have created at least 100 levels in the Unreal Engine, I have worked on 7 mods using the engine, and 7 games along with numerous commercial prototypes.
My Unreal Engine knowledge focuses entirely on content creation. Level Design, Environment Creation, Materials, Particles and FX, Lighting, Modeling.
I have done contracts for Epic Games, twice.
I have given lectures and workshops on Unreal Engine 3 - For the studios Vstep, Starbreeze, and Playlogic, and for educations and universities in several countries.
I have been highly active in the Unreal Engine community for 15 years. I moderate a number of Unreal Engine development forums and chat channels, as well as the LinkedIn group.
I run one of the most popular Unreal Engine tutorial websites, with 250.000 visitors a year, 5 million page views since publication.
WORKFLOW
I work really fast. I know the most optimal and fastest way of working for each generation of the engine.
I have made a whole number of levels in record breaking times. Sae for example was made in just 7 evening. The Spire was made in a record breaking 3 days. Sawmill 4 days. Riverside 4 days.
OPTIMIZATION
I am very knowledgeable of how the engine approaches things, and what it likes and doesn't like.
While I do not aim to be a hardcore environment modeler, I am very aware of all the technical things that are important when it comes to modeling and texturing.
My game "The Ball" is only little over 1 GB large even while it is localized into 9 languages, has a dozen levels, 8 hour long story campaign, and three different environment styles.
I took care of all the art and content conversion from PC to iOS for the game Unmechanical, and got the entire game ported into a 350 MB IPA file, looking near identical to PC, and running at 30 FPS even on iPad1 and similar devices.
For the Unreal Engine game "The Chronicles of Spellborn" I was responsible for the optimization of all the levels. I was also responsible for keeping an eye on all the textures made for the game, and at point I managed to reduce the entire game 600 MB size, with minimal or no visual impact.
SUB EDITORS
I am very well versed in all the sub editors Unreal Engine has, including Matinee, Kismet, Blueprint, the material editor, the staticmesh editor, Cascade, the terrain editor, and so on.
I created a very large number of environment and combat particle effects for the Unreal Engine game "The Chronicles of Spellborn". I also created all of the particles and effects for the game "The Ball",.
I have created a large number of materials in Unreal Engine 2, 3 and 4. I estimate I have made more than 1500 in Unreal Engine 3 alone already. A number of those were really complex.
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