 |
The very last Developer Friday! Sjoerd De Jong has been the driving force behind The Ball, and the one who came up with the art style and concept. |
- Who are you and what did you do on “The Ball”?
I am Sjoerd De Jong, online better known as Hourences, and I am the Project Lead and Creative Director, among many other things. I designed the original concept, I started the project, set up the team, organized and scheduled everything from the very first day until the very last, I made 90% of all environment art, about 30% of the levels, roughly 30% of the scripting, pretty much all effects, I optimized the whole game and set forth all the technical constraints, safe-guarded the consistency of all the art that was made, and so on.
- When and how did you join the team?
I started the team back in spring 2008. I recruited two people to help me, Anton for scripting (my Kismet knowledge was not so great back then), and David Green for Unrealscript. James Tan also helped out a bit with the very first version I believe.
- How did you start out with everything you are doing?
I started out with UnrealEd for Unreal 1. I had no tutorials, no internet, and no help at all. I learned the editor by just randomly clicking around. I did that for months long, and I eventually made my first full level. I can literally say that I was making levels before I knew how to send emails or even surf the web! A while later I finally got access to the internet, and I ended up in the mod and level design community. Got into mod teams. Released a couple of major mods. And before I knew it I was working in the games industry. My first job was modeling really low poly buildings for a race game, quite a boring job. My second job was at Epic Games, I was a freelance level designer for them for a while. And my third job was at Guerrilla Games. By the age of 20 I had already worked for 2 major studios and I had already three major titles on my resume.
- What has been the most challenging thing you have done on the game?
Hm, probably all the surrounding stuff. Starting up a business, the paperwork, marketing, business, and so on. Making a game is easy!
- What do you like the most about the game?
The atmosphere! Just the feeling of the world, the immersion. I have definitely tried to make the game capture a similar atmosphere as found in many of the late-nineties games such as Unreal and Quake. I still vividly remember the first Unreal. Not because of its gameplay or its story, but merely because of its atmosphere. There was something to it, something very hard to describe, and exactly that I have tried to capture in The Ball. I am very happy with the results.