Heroes of Arcana

This trailer is not final

  • Unity engine
  • Solo project
  • 1+ year

Time always flowed evenly through the Ethereal Forrest. Until one day, the emperor stripped away the future, in order to become timeless and Immortal. He erected four spires, the Spire of Wants, Cups, Swords, and that of pentacles. Time and time again, three heroes rise and again, three heroes fall. This time, however, it might be different, this time they might be the true Heroes of Acrana.

In Heroes of Arcana a group of heroes embark on a quest to reclaim their future. Their journey takes them through four different dungeons with increasingly difficult challenges and powerful treasure.

The game features turn-based combat with a team of multiple characters in a procedurally generated world which makes every game unique. There are over twenty unlockable characters each with their own starting equipment and abilities. Throughout the game, you fight your way through different dungeons where you fight enemies and bosses. New items can be found in order to become stronger and gain new passive and active abilities. Don’t expect to finish the game on your first try because death is an essential part of the game and overcoming the challenges requires a skilled player.

You can play the game in multiplayer when using one or more controllers. The three playable characters can be bound to either a controller of the keyboard and mouse, this can also be used in combination to make multiplayer as flexible and accessible as possible.

I hope you will enjoy the game and bring forth the true Heroes of Arcana!

My contribution

This is a solo developed project and have done all of the programming, art and design work.

More information can be found on the Steam page

Blightbound

This trailer is not final

  • Custom Engine
  • Ronimo Games
  • 3+ year

The world lies in peril. Decades ago, a band of legendary warriors slayed the dreaded Shadow Titan after a long and ferocious struggle, but their celebration was short-lived. The Shadow Titan’s true intentions revealed themselves when from his broken husk flowed the Blight; a corrupting fog that alters any living creature exposed to its evil.

Blightbound is a multiplayer dungeon crawler that tasks three heroes to venture down from their mountain refuge to face the abominations of the Blight – a mysterious and corrupting fog that enshrouds the land.

Explore handcrafted dungeons, fight a terrifying cadre of mystical and monstrous enemies, grab valuable loot and recover fallen heroes to expand your roster of available warriors. Each player will fulfill a specific role on the team – warrior, assassin, or mage – to overcome colossal bosses and solve clever puzzles.

Can you collect and complete all the challenges, and conquer the Blight once and for all?

More information can be found on the Steam page

Spellbound Spire

This trailer is not final

  • Unity engine
  • 20 person team
  • 1 year

About this game

Spellbound Spire is an immersive VR Journey taking place in a magical 12th-century Islamic influenced al-Andalus tower. Within Spellbound Spire you use your magical gloves to solve puzzles in order to traverse the tower. Throughout the tower, corruption has spread which will disable your gloves and destroy objects. Your goal is to reach the top of the tower to remove the corruption and return the peace.

The game uses room-scale movement and non-euclidian level design in this case, this means that every time you walk around a corner this reveals a completely new room to explore resulting in a very magical experience.

My contribution

I have joined the team at a later stadium of the project so I tried to fill in the holes where needed. There was still some feedback and visual effects missing from the game so this is where I came in. I created particle effects, shaders, and implemented other small indicators that gives feedback on the progression of the player.

More information can be found on the Steam page

Zeil

  • Unity engine
  • 2 person team
  • Half a year

About this game

This is a mobile game I am currently working on. The idea is to create a game with a set of simple mechanics that has a lot of depth and reputability. The game takes place in a procedurally generated ocean where you can earn upgrades to your ship and complete quest trough naval combat and exploration. The game is currently released on the google play store.

My contribution

I have been the main developer on this project and have done all of the programming, most of the art and design work.

Awards

This game was nominated for the award at the White Nights Conference and was chosen as one of the 4 best games from 100+ projects.

More information can be found on the Google Play store

Grim Repair

  • Unity engine
  • 2 people team
  • 48 hours

About the game

Unscrewed was our project for the 2020 Global Game Jam. It was created with a team of 2 people within 48 hours. After having a blast with a 9 people team the year before I wanted to try something different and see what we could make together with only 2 people. In the short timeframe, we managed to create a full game loop with quite fun gameplay. The player needs to grow roots in the right position in order to climb higher and higher. It has lots of room for improvement but all by all I’m proud of what we achieved in just 48 hours.

My contribution

I was the only programmer in this project my team member did the pixel art of the game.

More information can be found on the GGJ page

Lumber Jacked

  • Unreal engine
  • 25 person team
  • 8 weeks

About the game

This game was made for a school project. The goal was to make a co-op puzzle adventure game with throwing as the central mechanic. This was for me the first time working with a team that consisted of more than 10 people which was a fun and interesting experience.

My contribution

I have been working as a technical designer on this project mainly focusing on UI/UX but also doing things like level design and even some technical artwork.

More information can be found on the itch.io page

Unscrewed

  • Unreal engine
  • 9 people team
  • 48 hours

About the game

Unscrewed was our project for the 2019 Global Game Jam. It was created with a team of 9 people within 48 hours. I think for the time given we have done a great job especially its visuals look well. For this project, we wanted to recreate the nostalgia of playing together with a friend on one keyboard. The game itself is very simple, its a game of cat and mouse where one player has to catch the other and the other player has avoided getting caught and instead collect 3 screws. Doing this project was an incredibly fun experience working together with great people.

My contribution

I have been doing the graphics design, user interfaces, and user experience for the project as well as doing some blueprinting and other technical things.

More information can be found on the GGJ page

Fresnel

  • Unity engine
  • Solo project
  • ~1.5 years

About the game

This is an experimental “Artsy” experience I have made a couple of years ago. In this project I tried to visualize some of the weird dreams I had at the time. In the game you traverse trough several puzzles of which the rules do not get explained, instead of figuring out the solution of the puzzles I wanted the player to run into on or two solutions by accident. The real challenges comes from figuring out all different solutions. Different solutions lead to different parts of the game, the goal is to experience everything the game has to offer.

This game is definitely not for everyone but there is a niche audience that enjoys it a lot and I am proud of what I made.

More information can be found on the itch.io page

Octopus Rush

  • Unity engine
  • 9 person team
  • 2 weeks

About this project

This game was made for a school project back in 2016, the development time was only two weeks. The game was inspired by the game Q.W.O.P but instead of a human you are in control of an octopus running away from a sushi chef, In the end, it turned out completely different from the original inspiration but fun non the less. The school even send it to China to represent our University. The original game had a custom controller shaped as an octopus head but for this version the octopus is controlled with the A.S.D.F and J.K.L.; Keys. each of these keys controls one of the tentacles, have fun.

My contributions

For this project, I have been a gameplay programmer and have implemented most of the mechanics for the game.