This page contains information on the previous projects which I have participated in. I will explain what role I had in making the project what it is/was and what I have learned.
Road to valhalla is very much a project in the works. This game was developed during our masters thesis at Aalborg University. Since graduation from university, this project has become more of a hobby project than a main focus. Thus the project is slowly crawling forward. 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 ways. Quite a challenging feature to get working, but the results are well worth it. This is definitely a feature we plan to utilize more in the future of the game. 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 it believable, and there is still a long way to go if we choose to keep going in this direction looking forward.
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 we largely managed to complete this task, although bugs can sometimes mess with this. In the following videos below, you can see our trailer for the game, and two people who tried playing the game and seemed to enjoy it. Designing a game is very challenging and contains many different parts. It is hard for me to show it all on this page. If the interest should arise, I am more than happy to explain in detail how we came up with the game Root of Guilt.
Dune Skater is a trick game inspired heavily by the Tony Hawk games. During the design of this game, we 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.