Game Projects

Below is a list of games I've been involved in.

Games made at The Game Assembly are made at 50/50 split between schoolwork and projects.

TGA YEAR 2 - QUANTUM GAMES

In the second year of The Game Assembly we're put into more permanent groups.

The programmers write their own engines from scratch in which games are developed and played on.

Below is a list of links to other team members who I think are exceptional, professional and an absolute blast to work with!

Artists

Henrik Giang | Johan Ernstsson | Ted Flodman Söderberg | Magnus Quach

Programmers

Marcus Stein | Oliver Andersen | Oscar Öhrn | Johan Anderdahl

Level Designers

Carl-Henrik Andersson | Fredrik Sjö

Technical Artist

Peter Hamlin

PROJECT EIGHT

TBA

Menu Mockup Link

PROJECT SEVEN

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PROJECT SEVEN is a First Person Shooter game about shooting your way out of a research facility with a pinpoint accurate railgun.

My specific responsibilites:

  • UI Art and building menues via Unity Editor - This project is meant to be showcased on expos as well so I designed all menu functions to fit one screen.
  • Story - Was in the story team to discuss what and how we were going to tell the story.
  • Graphic Design - We wanted a Mirror's Edge/Portal-inspired look so I designed towards a modern and civilian look for the graphics.
  • Decals, Story Decals & Placement of decals - Everything in the game that has color, text or icons are hand-placed in Unity. I designed and placed all of them.
  • Audio Design - Designed and mixed a majority of the Audio Effects heard in game. (Shooting, Enemy sounds, Feedback sounds.)

QUANTUM GAMES' Project Seven total size:

4 Programmers

4 Artists

2 Level Designers

1 Technical Artists

Project was 10 weeks long at half-time.

Can be downloaded here.

ROBO REBOOT

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ROBO REBOOT is a top-down shooter game about manipulating a time-sphere and defeating robots in order to save themselves!

My specific responsibilites:

  • Enemies Concept Art - Enemies needed to be modular and fit 3 archetypes.
  • UI Art and building Menues in Unity - Besides menues I worked with ability markers and tutorial signs.
  • Audio Design - Mixed and tinkered with most audio in the game. Music was by Charlie Nordenheim.

QUANTUM GAMES' Robo Reboots total size:

4 Programmers

4 Artists

2 Level Designers

1 Technical Artist

Project was 10 weeks long at half-time.

Can be downloaded here.

JETBURST

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JETBURST is a underground racing game set in near-orbit space stations.

This is also our "permanent" groups first project, 3D Engine was written from scratch by the Programmers.

My specific responsibilites:

  • A lot of Administration - Prepared, held & moderated meetings, prepared presentations and worked towards keeping schedule.
  • UI Art and building menues via Unity Editor - Worked with a Programmer & TechArt to set up a pipeline for future projects.
  • Corporation Art Direction (Link)
  • Decals and Stickers

QUANTUM GAMES' Jetburst total size:

4 Programmers

4 Artists

2 Level Designers

2 Technical Artists

Project was 10 weeks long at half-time.

Can be downloaded here.

TGA YEAR 1 GAMES

SENTINEL

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SENTINEL is a platformer about navigating through an alien planet with a grappling hook in order to find your scattered crew members.

My specific responsibilities:

  • Minor Administration
  • Tilesets
  • Parallaxing Background Art
  • UI

Easter Eggs

Team HOOKSHOT total size:

5 Programmers

3 Artists

2 Level Designers

Project was 8 weeks long at half-time.

In Time

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IN TIME is a top-down adventure game about escaping a lab infested with mean robots.

My specific responsibilities:

  • Administration
  • User Interface - HUD and Menues
  • Animation Paintover
  • Coloring
  • Decals
  • Player Effects

Team BLIXTRA HOME ENTERTAINMENT SYSTEMS total size:

5 Programmers

3 Artists

2 Level Designers

Project was 6 weeks long at half-time.

CROOKED

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CROOKED is a point-and-click adventure about exploring a mansion and talking to its guests to solve a murder.

My specific responsibilities:

  • Administration
  • Art Direction
  • Background Art (Breakdown Link)
  • UI
  • In-game objects

Team BUDGET CROOKS INC total size:

5 Programmers

3 Artists

2 Level Designers

Project was 8 weeks long at half-time.

AESIRBANE

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AESIRBANE is a shoot-em-up about defeating viking gods in order to become a god yourself!

My specific responsibilities:

  • Minor Administration
  • Parallaxing Background Art
  • Background Animations
  • Menues
  • Player and Enemy Sprites
  • Projectiles FX (Link)

Team HELS FINEST total size:

5 Programmers

2 Artists

2 Level Designers

Project was 8 weeks long at half-time.