Projects

Trailer coming soon

Odyssey

Turn Based Strategy Game

 


A mix between XCOM and Invisible. Inc. 

Take the role of a Engineer or the Captain on a space ark heading for a new world.


However, the Ai controlling the ship has gone rogue, how will you save the ships crew and passengers in this strategic turnbased game?


Being solo programmer on a game project

"There are numerous things i would like to change about the code of the game. Optimization, behaviours on AI, ui working smoother and much much more but when it all comes down to it. The game works, which is all that is important"

ROLE

 

Game Programmer


CLIENT

 

Unity 2020

 

PLATFORMS

 

PC

 

Time for Project

 

8 weeks

 

Project Size

 

5 Students

The enemies are hard to anticipate what they are going to do?

"It is a feature, they are meant to act in a way the player least expects.. or rather, the programming is rather wierd."

I worked on:

  • Puzzle design
  • Level 1 and 4
  • Prototype coding in early development




ROLE

 

Level Designer

Puzzle Designer

 

CLIENT

 

Unreal Engine 4

 

PLATFORMS

 

PC

 

Time for Project

 

4 weeks

 

Project Size

 

9 Students (3 designers)





During the development of Tru Clr, the game overwent a lot of big changes. Almost halfway through we decided to implement scoring into the game and later made it one of the biggest and most fundamental parts of the game. Our ambition was that the first time a player played through the game they wouldn’t get a very high score and then would be inclined to play the levels over again trying to get a better grade thus giving us a lot of replayability. The reason we didn’t add more content instead was due to the project being incredibly time sensitive.

 

Because of this change, we came up with the theory “reward the player playing great instead of punishing the player playing poorly” and how we could implement it in our game, this led us to always think, “how will the new and poorly playing player complete this level and feel?” And also “how will the great player experience this?” In gameplay this was shown as all the levels consisting of different paths and ways you could get through the level. For an example of you wanted a challenge you could take the fastest and most difficult route, which our ambition was would almost always be the one closest to the ceiling, and be rewarded with a higher score if completed. Or you could take the lower difficulty-path and not get as high of a grade.

 

A problem with our basic game design was the idea of different enemies requiring different of ammunition to be eliminated. This coupled with us wanting the player to basically run through the level as fast as possible to get a high score, resulted in the enemies taking way too long to kill meaning the player just had to avoid and run past most of them just to get to the boss as fast as possible.

 

The levels created by me are levels 1, (Tutorial level) 2 and 4.

GIFs below are from the Tutorial level, and one from the bossbattle of that level.

TRU CLR

Over the Rainbow Studios

 

I worked on:

  • Enemy behaviours
  • Stats and balancing
  • Level design levels 1-4
  • Enemy patterns and design

ROLE

 

Lead Game Designer

Lead Level Designer

 

CLIENT

 

Unity 3D C#

 

PLATFORMS

 

PC

 

Time for Project

 

2  Months

 

Project Size

 

10 Students

Kitty Kicks

Kitty Kicks

School Gameproject 1 Futuregames

 

I worked on:

  • Movement
  • Generaly Game Mechanics
  • Powerups and the coding of them



Further explanation to come...




ROLE

 

Game Designer


CLIENT

 

Unreal Engine 4

 

PLATFORMS

 

PC

 

Time for Project

 

4 weeks

 

Project Size

 

6 Students

2D Roguelike Shooter Game 
Prototype School project

 


This game was designed as an assignment to make a schoolproject prototype


A game made in Unity. 

80 hours

Working in groups of three

Downloaded free assets from assetstore. 

StarShip the Game (Prototype school project)

 


This game was designed as an assignment to make a schoolproject prototype


A game made in Unity. 

40 hours

Working alone

Downloaded free assets from assetstore. 

The Escape from Scapa Flow

 


This game was designed as an assignment to make a schoolproject boardgame.


"The Escape From Scapa Flow is a cooperative game for 4 players where you and your crew must navigate your u-boat from the bay of Scapa Flow after the successful u-boat raid of October 1939. Your ability to coordinate movement and teamwork to deal with unforeseeable events to safely make your way back to Germany will be put to the test! Anything can happen on-board of the u-boat, whether it be spontaneous leaks, enemy battleships or waffles that needs to be made in haste.Requires a D6 dice to be played (not included)."

ROLE


Game designer


CLIENT


Boardgame


Time for Project


4 Weeks


Project Size


8 Students