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More Games

Throughout my studies and concurrent free time, I have made over 25 games or prototypes, in genres ranging from FPS to mobile puzzles, to local co-op farming simulators and adventure games. This has given me solid experience in game engines like Unreal, Godot, Unity, Twine and Game Maker, as well as the in house TGA2D engine and the 3D engine Wondrous Machine built by me and my group of fellow programmers at TGA. On this page, I showcase a few of those games, feel free to take a look!

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Gunslinger: Blood Moon

  • Engine: Unity

  • Genre: Third Person Shooter, Online Multiplayer

This game is from my time at the University of Skövde, and therefore I primarily worked on the narrative, writing and marketing. Gunslinger was about two undead duelists, trapped in a curse to relive their last night in the old west over and over again under a blood-red moon.

 

Among other things I worked on the overall story, the characters and their design together with the graphics team, posted on our facebook page and wrote the lyrics for the song in the trailer.

Aquatica Ultra

  • Engine: TGA2D (in-house)

  • Genre: Shoot-Em-Up

I primarily worked on handling the enemies, including how to spawn them according to the patterns our design team wished for, their factory and manager, and manually inputting animation patterns.

 

I also worked on some of the gameplay, such as one of the minibosses, a shield powerup, checkpoints, an obstacle and the invisibility effect. My big takeaway from this project was how much time we spent on the bosses. They took a lot longer than I had expected, so from this project on, I knew to always plan for them early on.

A Christmas Carrot

  • Engine: Unity

  • Genre: Mobile Puzzle

In this game, you played as a snowman who wanted to find his lost carrot nose. My most important contribution was a level prefab that I created for our designers, that held everything they needed to create a working level. It was not technically difficult, but it clearly filled a void and made the designers' pipeline a lot easier for them.

Other than that, I created the ice tiles, checks for if the player switched to another app, barriers to put at the edges of each level, and helped my fellow programmers with some UI, animation and gameplay-related tasks. It was really interesting to learn about how developing for mobile differs from developing for PC, with everything from hardware constraints to ergonomics to screen size in mind.

The River

  • Engine: Unity

  • Genre: Runner

This was the first game we made at TGA, a short game where you play as a boat floating down the river, trying to catch fish and avoid obstacles. I was responsible for the obstacle base class and the falling trees.

 

I spent most of the project trying to work out why the falling tree animation wouldn’t play, with some detours creating the rain with Unity’s particle tool, the idle movement for the boat, showing credits at the end of the game and of course the actual logic of the falling tree. I where also introduced to the agile work process and scrum, and learnt more about using github.

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Greener Pastures

  • Engine: Unity

  • Genre: Farming Co-op, local turnbased multiplayer

In Greener Pastures, every player has their own farm to take care of, but they can also visit and farm on the other players farms. The players could choose to work together or try to win the game on their own, but then risk a loss if all of them did so.  

 

I mainly did narrative work on this game, but also designed the core mechanics to convey the narrative through the players actions and parallels to today’s climate change emergency. I wrote some marketing material as well.

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