Here is a summary of some other projects that I've been part of. Feel free to ask me anything about them!
CHESS?
Unity - 2 days (Game jam) - Group project - Fall 2024
Care to play this classic of classics, whilst not being able to trust your own pieces? This game was submitted to the Mini Jam 168 where the theme was "Retro" and the limitation was "Not as it seems".
The game takes the strategic game of chess and makes uncertainty the main focus. The rules are as follows:
A mad wizard has swapped around the souls of all the people of the kingdom
The King can move into check
The King doesn't have to move out of check
The game is won when the King is captured
Otherwise, normal chess rules apply
It becomes a race of who can figure out what their pieces truly are, and where the opponent's King really is first. Try to remember it all when the game swings back and forth at a moment's notice!
COPYCAT SURVIVORS
Unreal Engine 5 - 5 days (Game jam) - Group project - Fall 2023
This game was submitted to the AI and Games Jam 2023 where the theme was "Copycat". The game had to implement or utilize artificial intelligence in one way or another to be a valid submission. We were a group of five students, and did our best to find time whilst juggling two courses.
The game is a clone (to follow the Copycat theme) of the game Vampire Survivors. You control a lady with a laser pointer who has to command her cats to protect her from an ever growing swarm of rats. When you level up, you get to choose between different ways to clone or mutate your cats to grow your army. I mainly focused on game design, art design and audio.
PING-PAC-PONG
Unreal Engine 5 - 48 hours (Game jam) - Group project - Summer 2023
Ping-PAC-Pong was made during a game jam with the theme "Simplistic Ultra Minimalistic Epic Remake (SUMMER)". Our group decided to combine the classics Pong and Pac-Man.
Each player controlled a paddle that shot a Pac-Man through a field of "apples", having to either avoid or eat ghosts. Clearing the board of either made it reset and speed up. Eating an apple gave you the option to activate Pac-Man's eating ability, clearing the ghosts. Reach new high-scores by surviving for as long as possible!
MÅNFALLA
Unreal Engine 4 / Maya - 3 weeks - Solo project - Fall 2022
Månfalla is a rendering of a historic nordic village situated in a fantastical fjord.
The focus was on using modular pieces to build different structures, lightning and making exciting particle effects, as can be seen here especially in the flames and waterfall.
It was great practice in 3D modeling, VFX, lightning and camera work.
ODINBERGS PORT
Unity - 4 weeks - Solo project - Fall 2022
Odingbergs Port was an exercise in game- and level design. Roughly a 100x100 meters map was to be populated with puzzles and interesting scenery in a style similar to Uncharted.
The player starts their journey by arriving hidden on a freighter and is tasked to destroy the enemy base before exploring the mysterious mine in the mountains.
Here is a playthrough with a commentary in swedish:
RESIDENCE EVIL
Unreal Engine 5 - 4 weeks - Group project - Fall 2023
This game was an interesting challenge, to say the least. Having never designed a game to be playable using only ones hearing, this was like fumbling in the dark (pun intended), just deciding on a game idea and mechanic and hope that it would work. We eventually decided on implementing an arm, to allow the player to "feel" their environment, and went on from there.
Time constraints
Being both Game Designer and sole Sound Designer on a game supposed to be playable using nothing but sounds was a heavy task. The course was also focused on a lot of things surrounding the game, such as canvasing, organizing play tests, prototype details and accessibility theory, which were valuable lessons but leaving less time to work on the game itself.
For example, I worked on a system using reverb, reflections, stereo panning and frequency shifting to allow the player to determine distance to walls using only the sound from their footsteps. It proved quite successful during a play test on that mechanic itself, with most players being able to perfectly determine if they were roughly an arm's length away from a wall within a minute or two, without having been informed about the system beforehand. However, during the lack of time, I was unfortunately unable to balance it with all other sounds and mechanics in the rest of the game in the final product, making it hard to use.
One-pager
Audio example
I wanted to make the "tutorial" a part of the narration with the intention to immerse the player from the start. Here is the intro, explaining the game's objective using storytelling:
UNDERGROUND
Unity - 4 weeks - Group project - Fall 2021
Underground is a 2D Platformer where the protagonist is assassinated and has to resurrect by ascending through an underworld filled with demons and monsters.
The game follows common progression, where the player first gets accustomed to the character's movement before learning to double jump and dash. The dash ability also allows the player to move through previously unsurpassable obstacles, chains, and cross wide gaps.
Its hellish landscape and pixel art style lended itself to a soundtrack inspired by Super Mario's castle levels and fantasy. The tracks had to be loopable and relatively easy on the ears.
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