Unreal engine 4 mac sandbox1/5/2024 "If you look at Steam Greenlight for example, there are tons and tons of survival games on there. So again all of that fits really well in to running your own company. I don’t need someone to tell me what to do, I always initiate things myself. It kind of went very natural I would say. And that kind of self-driven independence has stuck with me, so being able to run my own company and make my own game suits me really well I think. I made those levels all on my own, and only after I made dozens of stand-alone levels I began joining mod teams. The whole way how I started was by contributing to the mod community on an independent basis. Sjoerd De Jong: I think it suits me really well, I’m really happy doing my own thing. ![]() How different does it feel to lead a games studio compared to working for someone else? Kurtis Simpson: After completing your work on Syndicate for Starbreeze, you went on to form your own studio, Teotl Studios. I made a lot of friends in the community and then I started to realize by the time I was eighteen that maybe I should do this for a living. But I turned out to be quite good at it people really liked what I made. Sjoerd De Jong: Yes, I began when I was fifteen or sixteen, I forgot when it was and I just did it for fun after school. Kurtis Simpson: So you basically started out with a hobby project. I was in Belgium back then and there was no games industry there at all back then, I never considered it to be an option to do this kind of work for a living until I had been doing it for a couple of years. I had no intention of doing this for a living as I didn’t know it was possible either. So I had just got a new computer, I bought Unreal and it was such a revolution and an inspiring event for me that it really stuck with me.Īt one point I found the editor in the installation and I started messing with it. ![]() I had played games before, I had played Mario and all those classic games but Unreal was the first proper first-person 3D game I played, and it was one of the prettiest games at the time as well. The very first Unreal was the first proper game I played. Sjoerd De Jong: I think it was the game itself in the very beginning. Kurtis Simpson: What was it that attracted you towards Unreal Engine? The second game was Unmechanical which we released in 2012 for PC, and in the years after that also on iOS, Android, and the consoles in the years after that. I started Teotl Studios in 2010 and our first game was The Ball, which was released in 2010. At one point or another I ended up in Sweden and I decided to found my own company here. From thereon I worked for a lot of companies so it’s pretty much difficult to list it all. So before the age of twenty I had already worked for Epic and Guerrilla. I made levels for Unreal Tournament 2004, including the demo levels Rankin and Torlan, and after my contract ended I went to Guerrilla Games. I got my first job in the industry back in 2003, at Epic Games. I made friends in the community and those friends got hired by companies, and then they recommended me and I too got a job. I started with the first Unreal Tournament by making levels for that. I started working in games development all the way back in 1999 when I was part of the mod community of Unreal Tournament. Sjoerd De Jong: My name is Sjoerd De Jong I’m part Dutch, part Belgian, living in Sweden nowadays. You actually started developing games in Unreal when you were just 15 back in 1999. ![]() I was reading a bit about the kind of development work you have done in the past. Kurtis Simpson: To begin with, can you please introduce yourself and how you got yourself into the video games industry? 2. I made those levels all on my own, and only after I made dozens of stand-alone levels I began joining mod teams." Jong also talks about the lack of an Early Access version at this time and working with consoles. GamingBolt had an extended conversation with Jong about working with the engine and what new features we can expect in The Solus Project. His journey into working with Unreal Engine 4 is a story in itself but there’s also the massive undertaking that is The Solus Project which takes place on a planet deep in space. Then there games like The Solus Project from Teotl Studios, founded by Sjoerd De Jong. From reputable efforts like DayZ and Rust to shams like The WarZ (or Infestation: Survivor Stories, if you will) and upstarts like ARK: Survival Evolved, the genre isn’t going away any time soon. It’s hard to keep track of all the survival games released in recent years.
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