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Group Projects in various roles

Here you will find short summaries of the 12(soon 13) group game projects I have completed!


2 as Technical Artist (1 more incoming)
8 as Level Designer

&

2 as Sound Designer

SHATTERED

"Fight your way through an apartment complex and piece together the fragmented memories of a crime you did not commit."

Role - Technical Artist

Summary: a atmospheric horror experience inspired by the Silent Hill 2 remake.

Specifications: 15 weeks half time // Genre: Third-person Shooter // Engine: ROSE(custom) // Technical Artist partner: Malte Ekvall

The Team: 6 Game Programmers // 3 Animators // 4 Game Artists // 2 Level Designers // 2 Technical Artists

My Contributions

For Shattered we had a mostly functioning pipeline, which means it was about time to make it better. Coordinated with the programmers to get a particle editor incorporated into out workflow for VFX, as well as bug testing and asking for certain iterations we would want, like being able to calculate a particles force on spawn. I then wrote an example HLSL file that had all the particle specific buffers included in realistic use-cases, like having a flip-book play it self over the lifetime of the individual particle.

We also wanted to enhance the game-play in some way, and I was chatting with a programmer who had heard about render targets and was considering to make their portfolio about that. So I researched how render targets would work inside Unreal Engine 5 and then when I understood that we figured out how to adapt it for our own engine. To eventually be used for a dynamic damage system for out enemies.

SPITE: TO HEL AND BACK

"As a viking with a death wish, reclaim the shards of your axe as you fight your way through a undead infested mountain to prove you're too strong for death."

Role - Technical Artist

Summary: a "Diablo-clone" project that TheGameAssembly provided us with a pre defined art-style to adhere to. Fight, grow stronger and fight better!

Specifications: 14 weeks half time // Genre: A-RPG // Engine: ROSE(custom) // Technical Artist partner: Malte Ekvall

The Team: 6 Game Programmers // 3 Animators // 4 Game Artists // 2 Level Designers // 2 Technical Artists

My Contributions

For this project, the name of the game was VFX. That and actually establishing an engine with the features needed for us to create such VFX.

So, I interrogated the programmers about what we had access to, and helped plan what would be a minimum viable product for us Technical Artist to actually be able to create some VFX. We settled with strapping on some features on top of the Model Viewer that existed for the graphic students to preview their static meshes. Things like being able to load in pure HLSL files on some default shapes (including a default HUD square), and the ability to access a Game-play buffer via ImGui.

After that i coordinated with the graphic team + anyone who wanted to have input, about the visual inspirations for our two factions. We decided on the player being a Forest Fire fighting of an evil Dead River as the "thematic" view of what the VFX were to represent.

EMBARK

"The spirits of an enchanted forest have made a discovery! Someone has left them a boat: a piece of bark as a hull and a leaf its only sail. Now, they will travel along the river and help the boat reach the far ocean, but they also need your help!"

Role - Level Designer

Summary: A puzzle game adapted for use on a mobile platform, inspired by Aquavias and can be described as a relaxing version of "Pipe Dream". Connect the path by tapping on the tiles while a variety of mechanics are introduced to complicate matters.

Specifications: 6 weeks half time // Genre: mobile puzzle game // Engine: Unity // Level design partner: David Haddad

The Team: 5 Game Programmers // 2 Animators // 4 Game Artists // 2 Level Designers

My Contributions

For this project, my level design partner David and I created 30 puzzles set in 3 unique worlds. Each world introduces its own additional game mechanics. We decided upon a workflow where we each created 10 puzzles for a specific world and then had a meeting where we discussed the pros and cons of what we had and choose the 10 puzzles we wanted to further develop. In the end, we managed an even 15/15 split of puzzles.

We also worked together with the programmers to plan a creation pipeline that fit both us and them and set upon creating our planned puzzles in Unity. 

Lastly came the never-ending quest to decorate the levels, to make the world feel alive with a cozy atmosphere. I worked closely with the 3d artists to make sure what I built matched the planned vision, to the point that I instructed them on how to work in certain levels I felt stuck with.

GOBBO ISLAND

"After crash landing on a strange island, you must fight off monsters and solve puzzles in order to rebuild your ship and go home"

Role - Level Designer

Summary: A Zelda-like game featuring 3 mini-dungeons and an over-world connecting everything. Keep yourself safe with a variety of tools, such as a grappling hook and strength gauntlets. Explore and keep yourself safe from the Goblin hordes swarming the island.

Specifications: 8 weeks half time // Genre: 2d Adventure RPG // Engine: TGA2d // Level Editor: Tiled // Level design partners: Alexander Holmqvist & Viktor Lundblad Åfors

The Team: 5 Game Programmers // 2 Animators // 3 Game Artists // 3 Level Designers

My Contributions

In this Zelda-like RPG, I was the primary blocker / Level designer for the over-world. We as a group agreed on a concept and then I structured the flow around the island.

I had a big role in establishing the pipeline and what metrics fit the tools we had, this was a project where we level designers worked in Tiled and exported it to TGA 2D.

I was involved in project management as well, setting up a structure for seeing how much work was left in an easy and readable way within a scrum workflow.

DESCENT

"A young girl is lured into a dark cave and must now use her newfound abilities to jump, dash and smash her way forward"

Role - Level Designer

Summary: A 2d platformer inspired by Celeste, with a big focus on mood and story. Featuring music from "Danheim" 

Specifications: 8 weeks half time // Genre: 2d platformer // Engine: TGA2d // Level Editor: Tiled // Level design partner: Alexander Sjöberg

The Team: 6 Game Programmers // 2 Animators // 4 Game Artists // 2 Level Designers

My Contributions

For Descent, I had a big influence over the over-arching flow and act structure of this Celeste inspired platformer.

I was in charge of making our zones distinct in both game-play and visuals. I did this by figuring out what we would need from the graphical team to be able to create it.

I was also in charge of making sure the Tiled to TGA2D pipeline worked, figuring out what works, and had meetings with my level designer partner Alexander Sjöberg to figure out how we could re-structure our level flow to fit within the parameters we had for our levels, such as a rather limiting max size on the amount of tiles per zone.

Additionally, I did some workflow optimizing, setting up auto-tile-sets in Tiled to make the drawing of floors and walls more efficient.

SHELL YEAH!

"As the world changes, so must it's inhabitants. Enter the arena! Throw your shell to defeat your opponents! Emerge victorious and prove yourself the mightiest mutant!"

Role - Level Designer

Summary: A party game where you fight to eliminate the other combatants on a series of 25 unique maps. Several unique map systems were created to give each map a unique feel.

Specifications: 8 weeks full time // Genre: PvP Party game // Engine: ONE engine(custom) // Level design partners: Stefan Groothuis & Tim Andersson

The Team: 6 Game Programmers // 3 Animators // 4 Game Artists // 3 Level Designers // 2 Technical Artists

A FAMILIAR TALE

"Keep your courage as you explore a mushroom infested forest, full of puzzles and help your grandma in need!"

Role - Level Designer

Summary: A collect-a-thon inspired by Jak & Daxter 1, built to inspire wonder and the want to explore in the player. Do this while feeding bears to unlock the path forward and make sure the big bad wolf doesn't get you.

Specifications: 15 weeks half time // Genre: 3d Collect-a-thon // Engine: Metronome(Custom) // Level Editor: Unreal Engine 4 // Level design partners: Julia Nyberg & Viktor Lundblad Åfors

The Team: 6 Game Programmers // 2 Animators // 4 Game Artists // 3 Level Designers // 2 Technical Artists

My Contributions

For this project, I set up the Unreal to Metronome pipeline for level designers. I was responsible for keeping track of things during the project so that things were delivered on time without taking time from people's portfolio time.

I was part of the environment task force and brought up the ideas of having the level design loop back on itself, to re-use assets naturally and still get a decent amount of game.

PROTOTYPE X

"Customize your spaceship to fit your play-style, and escort the friendly droid through hordes of evil drones."

Role - Level Designer

Summary: A shmup featuring a focus on interesting enemy encounters and flow of game-play. A lot of learning and experimenting with enemy encounters.

Specifications: 8 weeks half time // Genre: 2d Shmup // Engine: TGA2d // Level Editor: Tiled // Level design partners: Tim Andersson & Sammy Oltner

The Team: 6 Game Programmers // 2 Animators // 3 Game Artists // 3 Level Designers

My Contributions

In this project, I set up a smooth pipeline for creating patterns in Tiled and importing them into TGA2D.

For the rest of the project, I designed patterns with a flair for visually interesting ones and helped to storyboard cut-scenes and write the story

GHOST TRAIL

"Keep your light alive to keep the dead at bay as you flee through a haunted forest!"

Role - Level Designer

Summary: The very first game project at The Game Assembly was to create an infinity runner styled game. Dodge ghosts and objects as you rush through 4 different levels.

Specifications: 6 weeks half time // Genre:Infinity runner // Engine: Unity // Level design partners: Elvira Smakic & Axel Ahlkvist

The Team: 6 Game Programmers // 2 Animators // 3 Game Artists // 3 Level Designers

My Contributions

In the very first project during my time at The Game Assembly, my group decided on the theme and then the 3 level designers decided to each make 1 level for this short obstacle game.

Towards the end, I realized we would not reach the minimum game time requirement, so I ended up creating a 4th level to make sure we reached the minimum required.

SPITE: ORDER OF CHAOS

"Bludgeon your way through hordes of enemies to save the high priest before your order falls to evil"

Role - Level Designer

Summary: A diablo-clone made alongside setting up our own custom Metronome Engine. Use the tool-kit of a warrior nun to purge the evil infesting the world.

Specifications: 14 weeks half time // Genre: Diablo clone // Engine: Metronome(Custom) // Level Editor: Unreal Engine 4 // Level design partners: Julia Nyberg & Viktor Lundblad Åfors

The Team: 5 Game Programmers // 2 Animators // 4 Game Artists // 3 Level Designers // 2 Technical Artists

My Contributions

For this project, I worked a lot with the programmers to set up a workflow for exporting the levels from Unreal Engine 4 into our custom Metronome Engine.

When we got that working I level designed the final level, and with limited tools scripted the boss by setting up a set of parameters I needed to get from the programmers.

I also spent a lot of time "proofing" levels, performing checks to make sure you could not see outside of the level and/or hunt down parts where the NavMesh just did not want to behave properly for our AIs.

LIGHT IT UP

"The light house is broken, and despite being a tiny creature it must be lit up again before something goes wrong"

Role - Sound Designer

Summary: a 2d puzzle platformer game (more emphasis on puzzle than platformer) where you play as a funy little fella and need to unlock the path to reach the lighthouse

Specifications: 8 weeks full time // Genre: 2d puzzle platformer // Engine: Unity

The Team: 2 Game Programmers // 1 Designer // 3 Game Artists // 1 Game Writer // 1 Musician // 2 Sound Designers

My Contributions

This was my very first group game project ever, and I had the role of a Sound designer but I was still feeling my way around. I organized the Sound Design and Music work and made sure it was ready to be implemented.

Towards the end of the project we had a bunch of different game pieces but had not put it together in any coherent way, so we had a group design meeting with the entire group. And it was there I discovered that I quite like Game/Level design.

MISS EYESORE 1964

"Something has gone wrong, all the wardens at your prison are gone and there is something stalking the hallways. You must escape... alive"

Role - Sound Designer

Summary: first person horror game inspired by Alien Isolation

Specifications: 10 weeks full time // Genre: Alien Isolation-like // Engine: Unity

The Team: 3 Game Programmers // 2 Designers // 3 Game Artists // 1 Animator // 1 Game Writer // 1 Musician // 2 Sound Designers