Projects

Projects at

Cruisin’ 4A Bruisin’

”Pirate Space-Penguins have commandeered a lavish Space Cruise ship and stolen your Raven. Grab your Space Guns and exact extreme Space Vengeance while avoiding incoming Space Fire!”

  • Genre: Third-person action/bullet hell
  • Reference game: Returnal (2021)
  • Main contribution: PhysX integration and UI
  • Engine: Crowsnest

A third-person bullet hell currently in development where you play as a parodic, over-the-top action hero who has to clear the ship of the evil penguins in order to save his beloved raven.

The seventh project at TGA and the third one using Crowsnest (our group’s game engine). An extremely fun project to be working on. The parodic, over-the-top hero and setting inspired by ”Dog the Bounty Hunter” and ”The Fifth Element” really speak to me. Aside from being a part of the PhysX integration in this project, I have done a lot of small tasks everywhere. Some of them connected to PhysX, like explosions, ground checks, raycasts for shooting, bullets, and missiles. I have also implemented the checkpoint system, kill triggers, and a small scripted event that lets you change music, and so on. In addition to this, I’m also responsible for the main menu, pause menu, and HUD.

Spite – Ragnareld

”As Fireborn, you are immune to the frost curse that has taken hold of the northern mountain. Slash, dash and burn your way through the corrupted masses to find and defeat the evil from the ancient past of giants.”

  • Genre: Action RPG
  • Reference game: ”Diablo III” (2012)
  • Main contribution: Enemy AI
  • Engine: Crowsnest

A top-down, point-and-click action RPG where the goal is to rid the land of the lurking evil by killing zombies, mages, and finally reaching and defeating the source of it all.

The sixth project at TGA and my second one using Crowsnest (our group’s game engine). In this project, I developed the enemy AI, which consists of one lighter melee zombie enemy and one heavier ranged frost mage. Both enemies also have one basic and one elite version with different stats and somewhat different behavior. I enjoyed this project mainly because I got to work with something I really like, which is state machines and AI. This game, and some of the structural flaws in our system, is probably the reason I chose to specialize in the subject.

USSnoiR

”Good job, you’ve infiltrated the enemy lab! Now scour the place for clues by inspecting the equipment -decode the hidden message and deliver it before they catch up!”

  • Genre: Puzzle
  • Reference game: “The Room IV : Old Sins” (2018)
  • Main contribution: Player controller and movement
  • Engine: Crowsnest

A first-person point-and-click escape room puzzle game where your goal is to investigate and find objects in the room in order to finally send a message to your allies.

The fifth project at TGA and my first in Crowsnest, an engine created and developed by the students in our group. In this project, my main contribution was creating the player controller and movement for our hero. It was a pretty straightforward implementation where the player can look around the room and choose new positions or focus on objects by clicking on them. The camera then animates to the new position. The most challenging part during the development was getting all the rotations to work, mainly due to the fact that the engine at this stage was in a pretty basic state. Also, lerping and matching up the camera rotation before entering the animation phase of the movement took some tweaking to get right.

Huntress

”Don your monster slaying gear and brandish the silvered blades of your ancestors as you root out and destroy the horrors spreading their evil from an ancient castle”

  • Genre: Action/Adventure
  • Reference game: “Titan Souls” (2015)
  • Main contribution: Weapon controller
  • Engine: The Game Engine

A top-down, boss-fighting action-adventure game where your goal is to destroy the evil monsters who have poisoned the land. With their trusted recallable weapon, our hero sets out to find and destroy each of the two bosses.

The fourth project at TGA and my second one using TGE (The Game Engine). In this project, my main contribution was the weapon controller, which plays a big part in this game. In addition to being able to be thrown and recalled, it also had to be upgraded to bounce off walls and catch fire. Getting the bounce to work took some tweaking, but the hardest part of the process of creating the weapon was by far that it had to follow the environment, specifically being able to traverse stairs up and down. The result I managed to achieve looks extremely good, and I’m very proud of this accomplishment.

Novaturient

”Sent from her dying home to find a new one, biologist Nova find herself lost on a forign planet. Jump glide, break rocks and learn the story of this strange place”

  • Genre: 2D Platformer
  • Reference game: Gris (2018)
  • Main contribution: Moving environment, collision/trigger management and level importer
  • Engine: The Game Engine

A calm 2D platformer where your goal is to navigate sometimes dangerous flora and fauna by jumping on shape-changing mushrooms and using updraft vents to float through the air.

The third project at TGA, but the first one not using Unity. Instead, we used TGE, the quite basic engine developed for the students at TGA. This came with its own set of challenges, one being the fact that there was no editor, which meant we had to build the level elsewhere (in our case, Unreal) and import it to TGE. I can’t really say I enjoyed writing the level importer, but it got the job done in the end. However, I quite enjoyed the other parts of the process, creating among other things the shape-changing mushroom colliders, checkpoints, and updraft triggers.

Impfiltration

”Guide the undercover imp, manipulate the environmet, burn stuff with their candle and collect artifacts to save their rabbit”

  • Genre: Puzzle
  • Reference game: Monument Valley (2014)
  • Main contribution: Player input and control
  • Engine: Unity
  • Swedish game awards finalist for best mobile game 2023

A mobile puzzle game where you guide a small imp through 6 levels, avoiding guards while finding the right levers to pull and candles to light in the correct order to reach the top and save their rabbit.

My second project at TGA but my first-ever mobile game. I am extremely happy about the fact that I got to deal with player input in this game. It gave me the opportunity to really learn one of the key elements in the mobile game design process. Apart from input, I worked on moving some of the objects with player input, but also on the glowing orbs that appear and disappear to highlight if an object can be moved or not.

Sootling Saga

”Be the flame that lights the way towards the celebration. But don’t let the flame go out”

  • Genre: Endless Runner
  • Reference game:
  • Main contribution: Player controller and movement
  • Engine: Unity

An ’infinite’ run sidescroller where you play as a sootling tasked to be the spark that lights the big bonfire on the mountain. Run, jump, dash, and float through three levels of challenging terrain.

This was my first project at TGA, a project where I took on quite a lot due to my previous experience with Unity. I’m very proud of this project, and the player controller I developed works extremely well. It is very satisfying to jump, float, and dash through these three levels. Apart from the player controller, I also implemented and tweaked the parallax background, which I think adds a lot to the overall experience.

Other projects

Fl!p

A small platformer where the player can use power-ups to flip the gravity, which is necessary in order to traverse the level.

Developed in Unity during my time at Malmö University, my main contribution to the game was the parallax background and the companion AI. The companion can, in addition to following the player around, be ordered to specific locations to help the player solve puzzles.

Office demons

A couch co-op limited-time turn-based mayhem of a game where you play as middle management demons who have to leave their desks and travel to Earth to collect souls.

Developed in Unity during my time at Malmö University, my main contribution to the game was the player controller and weapon system. I really enjoyed this project, and the result is surprisingly fun to play.

Space game

This is a personal project I worked on during my spare time a couple of years ago. Developed in Unity, it’s far from being a complete game, but it holds sentimental value to me as I’ve crafted everything myself, including the models and animations.

The goal was to create a comedic game where you play as a ’park ranger’ tasked with taking care of an asteroid field.

In its current state, the player can move around and jump from asteroid to asteroid. I’m quite proud of the gravity system I developed during the project, where the player is affected by multiple gravitational pulls from all the asteroids in the vicinity, taking mass and distance into account.