Sjoerd De Jong, one of the most prominent figures in the history of Epic Games’ proprietary software development, has announced his departure from the company. A legendary figure within the Unreal Engine ecosystem, De Jong’s history with the technology spans nearly three decades, beginning as a teenage modder and culminating in his role as a senior director at the multi-billion-dollar gaming giant. De Jong, known to many in the global developer community by his online moniker "Hourences," revealed his decision via a detailed LinkedIn post. His departure marks the end of a highly influential twelve-year tenure at Epic Games, where he served first as the engine’s "lead evangelist" and most recently as the senior director of an unannounced project. His exit comes at a transitional moment for both Epic Games and the wider interactive entertainment industry, as developers grapple with macroeconomic shifts, technological disruptions, and the looming integration of artificial intelligence into creative pipelines. Chronology: From Teenage Modder to Senior Director To understand Sjoerd De Jong’s impact on Epic Games and the wider industry, one must trace a timeline that mirrors the evolution of modern 3D game engines. +-----------------------------------------------------------------+ | SJOERD DE JONG: KEY MILESTONES | +-----------------------------------------------------------------+ | 1998: Begins modding original "Unreal" at age 15 | | 2004: Recruited by Epic to design levels for UT2004 | | 2010: Releases "The Ball" via indie outfit Teotl Studios | | 2014: Formally joins Epic Games as "Lead Evangelist" | | 2024: Departs Epic Games as Senior Director | +-----------------------------------------------------------------+ The Early Modding Scene (1998–2003) De Jong’s journey began in 1998 at the age of 15, coinciding with the release of the original first-person shooter Unreal. Developed by Epic MegaGames (now Epic Games), the title shipped with "UnrealEd," a map-building tool that democratized level design. As a teenager seeking an escape from a difficult youth, De Jong immersed himself in the software. Over the next five years, he established himself as an elite level designer within the burgeoning online modding community, creating highly atmospheric, visually striking environments that pushed the hardware of the era to its limits. The Unreal Tournament Era (2004–2009) De Jong’s community-made maps caught the attention of Epic Games’ leadership. He was contracted to design official levels for Unreal Tournament 2004, a title that defined the arena-shooter genre. During this period, he designed several iconic maps, most notably DM-Rankin and ONS-Torlan. The former went on to become the most-played map in Unreal Tournament 2004 history, according to server statistics cataloged by fans and wiki archivers. The Indie and Triple-A Journeyman (2010–2013) While maintaining a close association with Epic’s tech, De Jong spent the mid-to-late 2000s working across a variety of external studios. He contributed to high-profile projects at Starbreeze Studios (known for The Chronicles of Riddick and The Darkness) and eventually co-founded his own independent outfit, Teotl Studios. Under the Teotl banner, De Jong developed and released The Ball (2010), an award-winning first-person puzzle-adventure built on Unreal Engine 3, and The Solus Project (2016), a survival game that served as an early showcase for the capabilities of Unreal Engine 4. The Epic Games Executive Era (2014–2024) Recognizing his deep technical expertise and status within the developer community, Epic Games hired De Jong full-time in 2014. His initial role was "Lead Evangelist," a position designed to help Epic transition Unreal Engine 4 from a highly gatekept, expensive enterprise engine into an accessible, royalty-based tool for independent developers. Over the next decade, De Jong traveled the world, helping thousands of studios adopt the technology. In his final years at the company, he transitioned away from public relations and developer relations to lead internal development, serving as the senior director for an unannounced project at Epic’s headquarters. Supporting Data: The Scale of De Jong’s Influence De Jong’s contributions to Epic Games and the game development community can be quantified through educational reach, map metrics, and the rapid expansion of the Unreal Engine ecosystem during his tenure. The Dominance of "DM-Rankin" According to historical server statistics compiled on the Unreal Wiki, De Jong’s creation, DM-Rankin, maintained an unparalleled lead in player engagement: Map Popularity: DM-Rankin regularly accounted for the highest percentage of active matches on competitive Unreal Tournament 2004 servers. Layout Design: The map’s industrial aesthetic and tight, vertical corridors became the blueprint for competitive arena shooter layouts, influencing level design methodologies for years to follow. The Evangelism Footprint During his decade as Lead Evangelist, De Jong was instrumental in driving the market adoption of Unreal Engine 4 and 5. His personal outreach metrics highlight the scale of this work: Global Outreach: Visited dozens of countries and hundreds of external development studios to troubleshoot and optimize game production. Educational Impact: Presented hundreds of technical lectures at major industry events, including the Game Developers Conference (GDC), Unreal Fest, and Tokyo Game Show. Resource Creation: Authored numerous free tutorial series, books, and architectural visualization guides that served as entry points for tens of thousands of contemporary developers. This grassroots developer support contributed to a massive surge in Unreal Engine’s market share. In 2014, the engine was largely reserved for high-budget Triple-A studios; by 2024, it had become the industry standard for indie developers, virtual film production, and architectural visualization. Official Responses and Statements In a reflective post published on LinkedIn, Sjoerd De Jong shared his personal motivations for leaving the company, highlighting how the technology reshaped his life. "After 27 years of Unreal Engine, and 12 years at Epic Games and Unreal Engine I have decided to move on," De Jong wrote. "This has been an awesome ride that has been truly life changing in so many ways. I didn’t have an easy childhood or youth and things weren’t going anywhere, but all of that changed entirely when I discovered Unreal Engine." Reflecting on his time as the engine’s global ambassador, he added: "Dozens of countries visited, hundreds of studios visited, hundreds of talks presented, tens of thousands of people met, and millions of developers supported every year." Regarding his decision to step down during a period of intense industry volatility, De Jong pointed to a need for personal realignment: "The games industry has always been an industry where change is relentless and inevitable, but it feels like we are reaching a pivotal point now and a potent mix of things… It is time to come to terms with where [the industry] is heading and to work out how to adapt and excel at solving the challenges and opportunities that we face." At the time of writing, Epic Games has not issued a formal corporate statement regarding De Jong’s departure, nor has the company commented on the status of the unannounced project he was directing. Such silence is standard practice in the games industry concerning unannounced intellectual properties and high-level executive departures. Implications: A Changing Industry and the Path to Unreal Engine 6 De Jong’s departure comes at a critical juncture for both Epic Games and the broader video game industry, signaling structural shifts in how game development software is built, distributed, and monetized. The Shift Toward Unreal Engine 6 and Ecosystem Consolidation Epic Games is currently executing a massive pivot in its technology roadmap. The company recently unveiled its vision for Unreal Engine 6, which aims to merge the traditional, high-end Unreal Engine 5 with the Unreal Editor for Fortnite (UEFN). TRADITIONAL GAME DEVELOPMENT THE METAVERSE ECOSYSTEM (UE6) +----------------------------+ +----------------------------+ | - Standalone Game Build | | - Interoperable Assets | | - Closed Platform Release | =====> | - Shared Creator Economy | | - Custom Engine Code | | - Generative AI Tools | +----------------------------+ +----------------------------+ This strategy is designed to create a single, massive, interoperable ecosystem where content, code, and economies are portable across different games and virtual spaces. For veterans like De Jong, whose careers were built on the craftsmanship of bespoke game design, standalone level creation, and traditional rendering pipelines, the shift toward a creator-economy-driven, metaverse-centric engine represents a fundamental change in the medium. Tectonic Shifts in the Global Games Market De Jong’s departure statement alluded to a "pivotal point" and a "potent mix of things" currently facing the games industry. This is a clear reference to the macroeconomic pressures defining the mid-2020s: Industry-Wide Restructuring: The games industry has suffered tens of thousands of layoffs since 2023, driven by post-pandemic market corrections, rising development costs, and corporate consolidation. The Rise of Generative AI: The integration of machine learning tools into production pipelines is rapidly changing the roles of level designers, environmental artists, and programmers. Platform Dematerialization: The traditional model of buying and selling premium standalone games is increasingly challenged by live-service platforms, subscription models, and user-generated content (UGC) hubs. By stepping down now, De Jong joins a growing list of industry veterans who are taking a step back to evaluate how to apply their decades of expertise to an landscape that is rapidly moving away from traditional development models. While his next move remains unannounced, De Jong’s legacy is firmly cemented in the code, the communities, and the millions of virtual worlds built on the foundation of the engine he helped popularize. Post navigation Wage Disputes in the Games Industry: Inside the Class-Action Lawsuit Against Obsidian Entertainment