Tools
My Contribution
It's a nice sunny day, you're about to watch your favourite show with some friends
and what happens? The TV is broken! It's a disaster! And you're too short to climb
up the TV tower to repair it. Only one solution... you gotta get longer legs!
This was the last project I worked on at TGA and what a blast it was!
For me this game was a test of combining all my previous knowledge and working
together with my team, to create a product that was both mechanically sound
and where the work environment was chill and fun. Both me and Markus regularly
swapped levels while working, a back-and-forth of ideas I value greatly.
My greatest take away is this - to work in a bubble, without communication, is about
the worst I can do as a level designer. It's something that challenges me as
I suffer from anxiety and for this project, I managed to overcome that.
A huge thank you to everyone on this team. It was wonderful working with you!
Stranded on a cold alien planet, you must find your way to the summit and send a signal to your comrades, in the hope that you may be saved.
There were three core ideas in this project: making a non-violent shooting game, centering the entire game around on mechanic (the flare gun) and a large focus on the feeling of being lost in a foreign world where you're at the mercy of the enviroment.
Though the project faced many problems our group managed to overcome them together. This project has taught me a lot about management, and returning to the core of Level Design.
Tools
My Contribution
Tools
My Contribution
Explore the five stages of grief while carrying your urn to the final resting place. You must use your ability to jump and dash to traverse the ancient world.
Solace taught me several invaluable lessons: utilizing a simple mechanic in creative ways, weaving narrative into the game design, the importance of references (in this case Celeste) and the benefits of each level being iterated by both Level Designers. All of this resulted in the game I'm most proud of during my time at the Game Assembly.
Animators
Carolina Buskas
Alexander Jansson
The US and Soviet are forced to cooperate and send their best space fighters to protect Earth from the threath of monstrous aliens.
Being a fan of Touhou this was a delight to take on. The unusual genre presented several design problems - how do you even create a paper sketch? Combined with an entirely new level editor the creation process had some trail and error.
This project was a confidence booster, my prior knowledge in the genre allowing me take a large role in the game design and balancing. Other valuable lessons I learned include the importance of rythm, patterns and build up.
Tools
My Contribution
Tools
My Contribution
A hasty deal with a shady merchant has your family imprisoned. Making a second deal to free them, you must now venture into hellish dungeon to fetch rare materials.
Using Moonlighter as our reference, this game focused on a good combat loop, creating immersive dungeons and including a simple merchant system where you can buy potions with the money dropped from enemies. Both of us Level Designers worked equally on this project, swapping levels, balancing the gameplay and difficulty, decorating the dungeons and so forth. In the end I felt both of us had a unified vision over what each level entailed and what we wanted to achieve. I also helped create the storyboard for the intro cinematic.
Artists
Jacob Kroon
Sara Fjellstedt
Tim Persson
Fer Kitsawat
Powering yourself through blood sacrifice, you must slaughter the minions of the false sun god and slay him to restore balance to the land.
The engine for this game was created from scratch and developed as the project went on.
Our vision for this project was to create abilities for the player that synergized well with both each other and the world. For example the bloodletting ability - sacrificing health for mana - leaves a pool of blood that lures enemies and activates switches. The whirlwind ability then drains that mana, and the leap is used both to attack enemies and to travel over gaps.
This project taught me a lot about combat design, balancing and the importance of player testing. The idea of taking one ability and doing as much as possible with it is something we kept for our next project Flare. Among other things I helped design the concept for the boss fight and the world layout.
Level Desginers
Alice Persson
Techincal Artists
Daniel Bengtsson
Tools
My Contribution
Tools
My Contribution
You're the newest recruit of the circus! But first you gotta survive. Place your teammates in the right spots to pull off amazing stunts, or die trying.
Circus Con Carne was developed for cell phones. It was also the first pure puzzle game I helped create. Needless to say a lot was learned about puzzle design, ranging from difficulty to importance of player testing and controls.
Programmers
Tobias Nisson
Jonathan Söderman
Jonathan Michaeli
Linus Eriksson
Tobias Grönvall
Artists
Ablin Canbäck
Adam Nygren
Johan Jergner-Ekervik
Anton Bergman-Wallerstedt
Animators
Tova Nyström
Edgar Kaulins
Ride across three stages and collect coins. There is only one goal: be the richest, fastest chicken on the road!
This was the first game I ever worked on, and the process could be described as chaotic but fun. I was in charge of the first level, having to pay extra attention to making a tutorial and introducing the player to the game.
Programmers
Mohamed Jawad
Benjamin Mättö
Linus Eriksson
Ventus Andersson
Henrik Hedström
Tools
My Contribution
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