Henrik Gamborg

Game Designer, Developer & Tester

Gamejams


I enjoy participating in game jams from time to time. Here are two game jam entries which I participated in recently. For both games I actively played the role of game designer.


First is a goblin platform/puzzle game with the challenge of "The end is near". My contribution in this game was the build of the level itself and some elements for the level.

Time Limit: 3 days.

https://christalynne.itch.io/go-go-goblin-mode


Secondly a car arena game with the challenge of "Uncontrollable". I was once again in charge of developing the level. I also created the cars for the game.

Time Limit: 3 days.

https://gusgas.itch.io/isaac-vs-ivan

MY LATEST WORK


I created a little fun project for a game studio called RuneRock Studio. As a part of this, I was developing a game in my free time. This game is called "Road to Valhalla", which is a game I developed partially during my master thesis.

Road to Valhalla


This game was developed during my masters thesis at Aalborg University. For this game, my role was primarily focused on getting scripted events and traps to function. Specifically I tried utilizing the chaos field feature which is provided through the Unreal Engine 5. Using this, I was able to make triggered events of the world breaking apart and falling in entirely random and organic ways. Quite a challenging feature to get working, but the results are well worth it. This is definitely a feature I plan to utilize more in the future. For the level design, my main role was working on Muspelheim, the fire level. For this level, I drew inspiration from an art piece made for Assassin's Creed, where giant obsidian looking rock formations were floating high up in the air. This was quite the challenge to make believable, and there is still a long way to go to make this anywhere near believable. I definitely learned that creating a large open world, even if empty, is harder than creating a smaller enclosed space. I also learned that adding scripted events and objects which the player can interact with, goes a long way to giving a level life. However during testing it could also confuse players into thinking they needed to do something with these objects. I tried adding a passive storyline via static and physics objects within the scene. Telling a story of other characters having been there before the player.

ROLE

Game & Level Designer
Tester


CLIENT

RuneRock Studios


PLATFORMS

PC


Engine

Unreal Engine(Blueprint)

Link to download game

Download

muspelheim-extra
muspelheimwebre
muspelheim-web2
niflheim-web1
niflheimwebre
niflheim-extra-web
helheimwebre
helheim-web2
hubareawebre

Root of Guilt


This game is the product of participating in a course called DADIU during my ninth semester at Aalborg University. DADIU is a course that attempts to emulate a game studio, having roles such as Producer, Game Director, Programmers, Artists and more. During this semester, I filled the role as Game & Level Designer. For the game Root of guilt, the challenge was to create a horror game that utilizes procedural generation in some way, while learning to work together with the other roles in the mock game company. During the development of this game, I basically had one thought in my head over and over. Feedback. I wanted to make sure that the player always had feedback in such a way that they would never be confused about what their state in the game is at any given time. I would say that I largely managed to complete this task, although bugs can sometimes mess with this. In the following videos below, you can see the trailer for the game, and two people who tried playing the game and seemed to enjoy it.

Game Trailer

Game playthroughs

ROLE

Game & Level Designer


CLIENT

Solar Studios


PLATFORMS

PC


Engine

Unity(C#)


Link to download game

Download

Dune Skater


Dune Skater is a trick game inspired heavily by the Tony Hawk games. During the design of this game, I focused heavily on feedback to the player. Making sure to add haptic, visual and auditory feedback. This game was created in two weeks by our mock game studio during the DADIU-2021 course.
One of the ways I tried to implemet a feeling of procedural generation, was what I called "Playgrounds". Essentially I would design a series of smaller puzzles, which then could be placed in the overall generated world. This was a feature inspired by the game Rust, where they spawn in 'points of interest' within their world map. This was an interesting feature, but did not play into the challenge of creating a procedurally generated world. This was more randomly generated. Therefore it was not added to the final version of this game. 

ROLE

Game & Level Designer


CLIENT

Solar Studios


PLATFORMS

PC


Engine

Unity(C#)


Link to download game

Download


GET CONNECTED


I dream of working in the game industry, and help create products which entertain and inspire people. Hopefully the info on this page reflects this wish. Contact me using the button below if you have any questions about me, my projects or any other inquiry you might have.