AUTHOR - NEWS
Share/Save/Bookmark  

Update! Lots happened!
April 30, 2010

 
It has been ages again since the last update. Sorry! I just really can't find the time at all these days to do even the simplest thing like writing a news post. I also would like to update and add some tutorials but that too is something that is going to have to wait until I got more time again (if ever...). By far the largest amount of my time goes to the development of The Ball, but education and training is also starting to take an ever bigger share.


The Ball

Our company is now entirely up and running, and development on The Ball goes full speed ahead. With the release date set for this summer, we are really working hard to make sure we get the game done and released on schedule.

I returned home from Southern Sweden yesterday night where our company was invited to the Nordic Game Conference. We received a government grant worth 44.000 USD for the development of The Ball! Out of the 90-something applications, just six were awarded grants, and our game was one of those.

I am the guy with the mic.

We talked to lots of people on the conference, and bumped in to Epic's Mark Rein too. Back home now, and again full speed ahead, 24/7!

Since my last newspost it has also been announced that The Ball won Second Place in the Grand Finals of the Make Something Unreal Contest!

Support us, join my game's Facebook page. Subscribe to my game's Twitter. And check out the website www.theballthegame.com


Tutoring

I further stepped up my tutoring efforts. Since my last news post I have:

  • Created a training DVD for Eat3D, about the UDK.
  • Teached a new group of students over at Future Games how to use the UDK, and over the course of 3 months I guided them through the creation of their very first UDK games.
  • Held a two hour talk at the University of Stockholm, about the UDK.
  • Given a week long hardcore "Introduction to the UDK" course at the University of Gotland.
  • Given a week long lecture on the UDK and Level Design at the Digitial Arts and Entertainment department of the University of West Flanders.
  • Returned for another week to Future Games to talk about Level Design.
  • Returned to Gotland University to give a presentation of The Ball, and working in the games industry.

  • The school year is running to its end now, but I am most interested in further expanding this new found passion. Please get in touch with me if you are a teacher or a student at a game development education in Europe, nothern/western Europe preferred, and if you are interested in a UDK workshop!


    Other Stuff

    I have done so many things in the past few months that I can't even remember what I have all done. I am writing a monthly column for Official Playstation Magazine Benelux, topics so far have been how I have started out in this industry and the road I have taken to where I am today, the development of The Ball, and how a game is made. I have written the congratulatory piece on Unreal Engine 3 for Game Developer Magazine's yearly Frontline Awards. I believe this months Chief magazine in Belgium has an interview of me. I have sponsored ModDB's MOTY 2009 awards with copies of my books. And I am forgetting a few things I believe.
     



    Unreal Development Kit - An Introduction and Application
    February 21, 2010

     
    I have made a UDK training video for Eat3d.com - It got released a while ago - check it out!


    In this demonstration Sjoerd “Hourences” De Jong guides you through the Unreal Development Kit (UDK). Instead of giving a simple technical overview, Sjoerd uses over 10 years of personal and professional experience with Unreal Editor to create an entire exterior and interior environment from scratch. Along the way he explains many of the fundamentals about UDK and helps de-mystify many of its powerful features.
    You will learn from an Unreal Master how to develop your own workflow and start making amazing environments inside UDK right now.

    More Info and a Video Sample here

    About Eat 3D:
    Eat 3D has been feeding your brain for almost 2 years with some of the highest quality training that exists. Our goal is to cut through all the nonsense and get straight to the point with practical real world exercises that professionals actively use in production.
     



    New Tutorials - Snippets - The Ball UDK Edition
    November 6, 2009

     
    The Ball - UDK

    As you may have noticed, Epic Games have released UDK. I think this is an absolutely great move from them and this will really lift up the community to the next level, and open up many new and interesting possibilities. It will allow the community to mature, and grow, a lot. This may very well make Unreal the standard piece of technology to use for a wide range of things. And being this deep into Unreal myself, I am not complaining really. In order to keep up with these changes I have been working on fixing up my website over the past two months. Tutorials have been added, the jobs pages have been redone, and a snippet system has been added. More on that a bit further down.

    Epic Games offered my team and I the opportunity to port The Ball over to the UDK, and we grabbed that opportunity with both hands. We got our first stand alone build of The Ball up and running!

    This is out first step towards the wider public, away from the relatively small UT3 mod scene. We are working towards setting up a company, and taking The Ball to the next level: a commercial release. We expect to release the full game in spring 2010, but that may be subject to change of course. I quit my day time development job, and I am working on The Ball full time now. Going indie! Over the next few months we will build up our online presence, establish a community, and attempt to turn The Ball into one of the major indie releases of 2010.

    Minimum
  • 3GHz single core CPU
  • 1024MB System memory
  • Geforce 6800 or similar
  • 650 MB Diskspace
  • Windows XP, Vista, Windows 7
  • Recommended
  • Dual Core CPU
  • 2048MB System memory
  • Geforce 8800 or above
  • 650 MB Diskspace
  • Windows XP, Vista, Windows 7




  • Unreal Engine/Level Design Education

    I have spent 3 days at the education PlayGroundSquad again, back in August. I taught Unreal Engine 3 to their students. And I just finished a month long session at FutureGames, coaching students, helping them build out their portfolios and get hold of an internship. I have a few more workshops planned in the next few months.

    I want to bump up my tutoring activities. I have the time available to travel to schools and studios, and I love explaining level design, environment, and especially the Unreal Engine to people! Especially with the release of the UDK, I expect a surge in the number of educations and small studios making use of the engine.I can help you make the switch to Unreal, and get your students or your production up to speed in no time. Feel free to contact me regarding training in Unreal Engine 3! . Check out the services page on my portfolio to find out how I can be of your assistance.

    Anywhere in Europe is fine with me.


    New Tutorials - and site updates!

    Just hours after release of the UDK, the first user tutorials are up! I wrote three new tutorials, about some of the new features found in the UDK. Soft physics, Lightmass, and Fracture Meshes.

  • Fracture Meshes: How to make meshes that can be shot into pieces using the Fracture Mesh system.
  • LightMass:Introduction to using the LightMass system.
  • Soft Physics: How to use soft physics in UE3.

  • Several other tutorials also received minor updates to bring them up to date. Please let me know if you find anything outdated in any of my tutorials.

    Furthermore I introduced a Twitter section on the right side, and some quick links to LinkedIn and The Ball. There is a Share/Save button above all pages now, it allows you to quickly save or email the content on my website. The front page - www.Hourences.com - has also been much improved.
    On the downside, PlanetUnreal removed all hosted websites because of reduced public interest. That includes my Team Phalanx website. I started out with that website around 2001 I believe, with a bunch of friends, when I was still a hobbyist. Part of my history, so sad to see it go.


    Jobs!

    The Job Section has been redone. I merged the American and European pages into one big page and considering adding in Australian jobs too. I am now using the second page for Indie Unreal jobs instead now! With the release of the UDK I anticipate a rise in indie Unreal projects, and I hope to support that evolution through my job section.

    LEVEL DESIGN JOBS
    UDK JOBS

    Feel free to email me regarding Unreal jobs, and I will get them up on the page in no time! The only requirement is that it must be a serious project. That means that you must have at least something done already, or are able to pay for the work. I am doing this to somewhat safeguard the quality of the ads. Your project doesn't has to be commercial, it simply must go somewhere and have a reasonable chance of succeeding.

    As an example, check out The Haunted team, looking for a programmer!

    My job section has been growing strong for well over a year, with jobs usually added weekly. Check it out if you haven't already!


    Snippet System!

    And here is the biggest addition of them all - brand new - the Snippet pages! Snippets contain Kismet and Unreal actors in text format. You find the thing you want to have on my website, CTRL+C the text, and you CTRL+V it directly into the editor and you got yourself a working "something" set up! It is that simple.


    So these pages basically act as a big example directory on how certain things are done.


    Level

  • A Simple Room
  • Two Rooms And A Corridor
  • Basic Terrain
  • Sunset Atmosphere
  • Night Time Atmosphere
  • Day Time Atmosphere
  • Body Of Water


  • Cameras

  • Simple Cutscene
  • Top Down Camera
  • Shoulder Camera
  • Orbiting Camera


  • Movers

  • Simple Door
  • Rotating Mesh On Fixed Path
  • A Growing Mesh
  • Elevator With Doors
  • Looping Sections
  • Rotating Mesh That Is Toggled


  • Triggers

  • Basic Checkpoint
  • On Death Play Sound
  • Three Triggers
  • Random Triggering
  • Triggering Another Trigger
  • Spawn Projectile And Damage Trigger
  • KActor Cannon And Trigger
  • Mesh Takes Damage And Changes Material
  • Shooting Out A Light
  • Use Trigger, Console Command, and Set Bool


  • Miscellaneous

  • Light Attached To Player
  • Animated Light Color And Radius
  • Healing Player And Giving Weapon
  • Comparing Bools - Player Must Die Once
  • No Weapons And No Hud
  • Teleporting Player
  • Spawning A Bot And Commanding It
  • Spawning A KActor And Destroying It



  • More stuff next week!
     



    New Tutorials + lots of other news
    June 24 , 2009

     
    General Update

    It has been a long long time since my last update. I have been much too busy with my projects and real life. Much has happened, much more will happen. First of all I actually became a dad! My girlfriend and I had a son, March 3, 2009, and his name is Jarne. He is almost four months now and everything is going good. By the age of 1 he will have made his first level :)



    New Tutorials - and tools!

    To compensate for the long inactivity on this website I wrote two new tutorials. I have had these on my list for quite some time, and now finally found the time to actually write them. Both of them are pretty long and in-depth.

  • UIScenes: Creating a basic UIScene. Used to display text and images on the screen and anything else to do with the interface.
  • Cutscenes: A simple cutscene that makes use of two different cameras, triggers an event along the way, and fades in and out.

    Also on my list are a Dynamic Lighting, more Particle stuff, and practical Kismet Scripting. I have no idea when I will find the time for those though, could turn out to be next year.

  • Tool wise, I came across a few very interesting and pretty unknown tools and plugins lately.

  • Gile[s] - It is a free lightmap generator. It imports all major 3D formats, and automatically divides the scene over several lightmaps (much like UT3 does it), and then renders it, with GI. These lightmaps can then be ported over to almost any engine, including UE2 and UE3. I am personally using it to light scenes in Unity, a great low cost engine. The viewport is navigated with WASD + Mouse and the interface is Max alike, so easy to get into! I love it. They also have a free tree generator by the way.
  • New Max OBJ importer - Noticed how Max' default OBJ importer gives horrible results? A free new version is available on their website, and it works a million times better. The guy also made a few other cool things, such as an ivy generator, and a procedural terrain creation program. All free.

  • And as mentioned I also got into Unity. It can't be compared to Unreal of course, but for the 150 Euro or so that it costs to get a lifetime license it is a damn nice engine that is very artist orientated. It also allows you to export the game you make to your web browser so it can be played from within the browser, anywhere. I am working on small project with it, just for fun.



    The Ball

    As you may have seen, my project The Ball is still going very strong. Since my last news post here the project also won ModDB's Best Singleplay Mod of 2008 award, and in Phase 2 of MSU it won 3rd place Best Mod, and 1st place Best Use of Physics.



    Part 3, Teotl, has been released in May, and we are already hard at work on Hueca now, part 4. We will be releasing some screenshots of that in a few weeks. Progress is going well though, we have two new enemies, a vehicle, and a large open level that will be entirely different to the small indoor levels seen in the previous releases.

    Check out our website!



    Teaching and Contests


    Since my last update I also continued with teaching. I gave a month long introduction course in UE3 to the game design students at Future Games in central Stockholm, and I gave a three week long UE3/Multiplayer level design course at The Garden. I enjoyed the challenge a lot, and it was very fun to guide these students through the technology and the design process. It is definitely something I can see myself doing full time at some point.

    Contest wise, I have sponsored ModDB's MOTY 2008 contest with a number of copies of my two books.

    Furthermore I was also one of the jury members of the CGTalk/Game Artist.net Scene From A Movie competition, sponsored by Epic Games for one. The contest revolved around recreating an environment from a movie. I am personally very happy with how the final top 5 turned out, especially the winner.



    Photography


    You may have seen my photography somewhere on my portfolio site before, but I have been working on bumping up the attention for my photos a bit. I made a separate and simple Photo gallery website for it, and added a whole slew of new photos.



    I am rather uncertain about my photography though. Some experienced people seem to like them, but it is hard for me to judge my work and determine at what level I am standing.
    Most of my photography is macro photography. Taking pictures of small details. I focus mostly on color, shape, and composition. It is not so much about what is on the photo, more about how the shapes and colors flow around. I am using an old but fairly decent Canon Powershot with no special lenses or anything. It does has a screen that can be freely rotated though. That helps heaps with taking photos in the weirdest possible angles like I do.