GAme projects
BOOM
Made at The Game Assembly.
First person shooter.
“You are humanity’s most violent convict,fighting your way out of Space Prison with a good ol’ Double Barrel.”
TEAM - BIG HAT
PRoject summary
Specifications
4 weeks part time (4h/day) and 2 weeks full time (8h/day) from home due to corona crisis.
Reference game: Doom 2016.
Requirements:
First person game.
At least 3 different in-game events.
Tools
Engine - Locust Swarm, our own engine and
scripting tool.Level Editor - Unity.
My contribution
Making the Scripts for all events.
Enemy Ai-behavior scripts.
Level Design.
Game Design.
Programming
Josef Abu Nijmeh
Anton Schuman
Eigil Wretström
Gabriel Rivano
Goran Taha
ARt
Karsten Malmquist
Robert Petterson
Simon Martinsson
level design
Claes Lewenhaupt
Karl Thörnblom
ANimation
Daniella Rolf
Linus Liljegren
Ludvig Degerfelt
Technical art
Jacob Vaknin
Robin Hansson
Henrik ZudemBerg
Screenshots
SPITE - Undead crusade
Made at The Game Assembly.
Top-down Hack&Slash.
“You are a holy crusader brought back from the dead to cleanse the town from evil cultists.”
PRoject summary
Specifications
8 weeks part time (4h/day).
Reference game: Diablo.
Requirements:
Diablo-like gameplay.
At least 3 different abilities.
A boss battle.
Working Ai on a navmesh.
Tools
Engine - Locust Swarm, our own engine and
scripting tool.Level Editor - Unity.
My contribution
Scripted events.
consulted the creation of the scripting tool.
Level Design.
Game Design.
Created documentation for all pipelines.
TEAM - BIG HAT
Programming
Josef Abu Nijmeh
Anton Schuman
Eigil Wretström
Gabriel Rivano
Goran Taha
ARt
Karsten Malmquist
Robert Petterson
Simon Martinsson
level design
Claes Lewenhaupt
Karl Thörnblom
ANimation
Daniella Rolf
Linus Liljegren
Ludvig Degerfelt
Technical art
Jacob Vaknin
Robin Hansson
Henrik ZudemBerg
Screenshots
Inner mission
Made at The Game Assembly.
Rail Shooter.
“You are a virus, infecting an alien body. With LASERS!“
TEAM -BIG HAT
PRoject summary
Specifications
8 weeks part time (4h/day).
Reference game: Star Fox 64.
Requirements:
Player and enemy movement on a spline.
Make your first game using your custom 3D game engine.
Tools
Engine - Locust Swarm, our own engine and
scripting tool.Level Editor - Autodesk Maya.
My contribution
Consulted the creation of the engine and pipelines.
Level Design.
Game Design.
Programming
Josef Abu Nijmeh
Anton Schuman
Eigil Wretström
Gabriel Rivano
Goran Taha
ARt
Karsten Malmquist
Robert Petterson
Simon Martinsson
level design
Claes Lewenhaupt
Karl Thörnblom
ANimation
Daniella Rolf
Linus Liljegren
Ludvig Degerfelt
Technical art
Jacob Vaknin
Robin Hansson
Henrik ZudemBerg
screenshots
Jack lumber man
and the axe of time
Made at Vancouver film School.
Third person brawler.
Awarded for Best Final Project 2015.
“Save the forest by using combos to summon clones to aid you in battle against robots.“
Team of four
PRoject summary
Specifications
Final Project
12 weeks full time (8h/day).
Tools
Unity
My contribution
Level Design.
Game Design.
UI Design
Character animation.
level design
Claes Lewenhaupt
Sara Stern
ANimation
Claes Lewenhaupt
Taylor SHorten
Technical art
Taylor Shorten
Programming
Maxwell Burgess
Sara Stern
ARt
Claes Lewenhaupt
Taylor Shorten
Gameplay
mistmore
Made at The Game Academy.
Top down adventure.
“Fight, dash and explore to untangle the mystery of the cable infested island controlled by the Old One.“
PRoject summary
Specifications
8 weeks part time (4h/day).
Reference game: Hyper Light Drifter.
Requirements:
Make a top down adventure game
3 unlockable areas.
Tools
Json scripting.
Level Editor - Tiled.
My contribution
Level Design.
Game Design.
Responsible for one of the areas.
TEAM - Emperor studios
level design
Claes Lewenhaupt
Amanda Gardfors Granberg
Emil Petersson
ANimation
Zakarias Henricson
Alexander Kornemalm
Programming
Emil Axelsson
Ludvig Jare
Daniel Vindhjärta
Hannes Rehnström
Elias Öh
ARt
Kushtrim Brahimi
Simon Martinsson
Robert Pettersson
Screenshots
hunter
Made at The Game Academy.
2D platformer.
“Fight, dash and explore to untangle the mystery of the cable infested island controlled by the Old One.“
PRoject summary
Specifications
8 weeks part time (4h/day).
Reference game: Shovel Knight and Hollow Knight.
Requirements:
Make a 2d-platformer.
Tools
Json scripting.
Level Editor - Tiled.
My contribution
Level Design.
Game Design.
TEAM - Horsekraft
Programming
Emil Axelsson
Viktor Jacklin
Pontus Jonsson
Anton Månsson
Jonas Nolér
ARt
Kushtrim Brahimi
Jack Forsberg
Amanda Fröjdö
Weronika Kowalczyk
level design
Claes Lewenhaupt
Simon Isacsson Andersen
ANimation
Alexander Kornemalm
Anton Jonsson
screenshots
heroglyph
Made at The Game Academy.
Shmup (Shoot em up).
“Defeat swarms of evil egyptian mechas by wielding the powers of day and night.“
PRoject summary
Specifications
8 weeks part time (4h/day).
Reference game: Ikaruga.
Requirements:
Make a Shmup.
Tools
Json scripting.
Level Editor - Tiled.
My contribution
Level Design.
Game Design.
team - scarabbacus
level design
Claes Lewenhaupt
Agnes Hagström
ANimation
Zakarias Henricsson
Anders Karlsson
Alfons Sahlberg
Programming
Emil Axelsson
Jelina Karlsson
Rémi Mrozek
Eigil Wreström
ARt
Kushtrim Brahimi
Simon Eimersson
Emma Hugin
screenshots
Business inc
Made at The Game Academy.
Point and click.
“save the office from a bomb, hack the boss's computer and get a baby back to its mother!“
PRoject summary
Specifications
8 weeks part time (4h/day).
Requirements:
Make a point and click adventure.
3 different acts.
Tools
Json scripting.
My contribution
Game Design.
team - Crabby games
level design
Claes Lewenhaupt
Agnes Hagström
ANimation
Zakarias Henricsson
Anders Karlsson
Alfons Sahlberg
Programming
Emil Axelsson
Jelina Karlsson
Rémi Mrozek
Eigil Wreström
ARt
Kushtrim Brahimi
Simon Eimersson
Emma Hugin