overview
The team:
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Level Designers: Erik Gustavasson, John Löfgren
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Game Artists: Tyra Malmqvist, Bianca Reutergårdh, Linus Råholm, Nora Mejbert
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Game Programmers: Adam Dahlin, Carl Nordholm, Daniel Rosén, Lukas Trossvik
My Contribution:
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Level Designing the 2 obstacle levels
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Game Design / metrics
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Level Propping / Level Art
Production time:
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6 weeks half-speed = Around 120 hours.
Engine:
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made in unity
This was my first group project on The game assembly where we were going to do a endless-runner. Our group decided to make a game inspired by subway surfers with a Halloween theme.
I learned much about teamwork in game development, how to use an agile workflow, scoping for projects, killing my darlings and how to deal with issues in the team.
2024
4
Issue
1
Page
Track or treat
a track running game
Group Logo
#
overview
The team:
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Level Designers: Erik Gustavasson, Linus Andersson, David Winroth
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Game Artists: Elin Öhrman, Emma Thune, Mikhail Gardberg, Gustaf Hallberg
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Game Programmers: William White, Marcus Schornack, Oscar Ruselius, Tove Laursen, Emil Olofsson, Erico Pizarro Gutierrez
This project we made a 2D platformer based on the movements of Ori and the blind forest. During this project we had several communication issues that we had to overcome.
I learned how to handle differences in the group where some people have differing visoins on how the games should turn out.
My Contribution:
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Level Designed the last level, tested and approved two others
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Game Design / metrics
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Level Propping / Level Art
Production time:
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11 weeks half-speed = Around 220 hours.
Engine:
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Edited in unity
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made in TGE
Magical girl delivery service
2024
A 2d sidescroller
1
Page
Group Logo
5
#
Issue
overview
My Contribution:
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Level Designing the puzzle with leveldesigners
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Level Propping / Level Art
Production time:
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5 weeks half-speed = Around 100 hours.
Engine:
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Designed in unity
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Game Engine made by the team
The team:
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Level Designers: Erik Gustavasson, Emanuel Salomon, John Löfgren
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Game Artists: Tyra Malmqvist, Gustaf Hallberg, Johannes Göransson, Harry Berglund, Elisabet Trinh
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Game Programmers: Marcus Schornack, Carl Nordholm, Erico Pizarro Gutierrez, Lianne Atterhagen, Nathalie Tuovinen
This project was small in scope and programmers were creating a new engine from scratch. Because of these limitations we made a low-scope focused on a single puzzle that had to be solved by exploring the room.
In this project i learned to make better environmental storytelling in games and how to share the same level with several people.
2024
Page
1
6
#
Larmet gick 1941
first person puzzle game
Group Logo
Issue
overview
My Contribution:
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Level Designing all levels togeher with the other leveldesigner
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Game Design / metrics
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Story together with others
Production time:
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6 weeks half-speed = Around 120 hours.
Engine:
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Made in unity
The team:
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Level Designers: Erik Gustavasson, Fabian Wickström
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Game Artists: Rebecka Johansson, Jesper Ruden, Gustaf Hallberg, Theodor Johansson
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Game Programmers: Lukas Trossvik, Adam Dahlin, Peter, Lindberg, Vilhelm Gafvelin
2024
This project was a puzzle game based upon Lara croft go. our group were very ambitious and wanted to use many of the mechanics used in our reference game. Due to problem with many members attendance our ambition were a detriment to the final product due to many mechanics being completed very late or cut entirely.
During this project i learned to scope properly and to use less mechanics to do more.