A Long Walk

   About

  • Genre: Third-Person Shooter
  • Time Taken: My memory is bad


   Tools

  • Our Own Engine
  • Unity (Level Editor)


   My Contribution

  • Level Design
  • Game Design

Save the Picnic!

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!

Process and Reflection

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!

Group Members


Flare

Reach the Summit

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.

Process and Reflection

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.

Group Members


   About

  • Genre: Third-Person Shooter
  • Time Taken: 15 Weeks half-time


   Tools

  • Our Own Engine
  • Unity (Level Editor)


   My Contribution

  • Level Design
  • Game Design

Solace

   About

  • Genre: Platformer
  • Time Taken: 8 Weeks half-time


   Tools

  • In house engine
  • Tiled (Level Editor)


   My Contribution

  • Level Design
  • Game Design

There's a place I want to reach...

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.

Process and Reflection

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.

Group Members


Programmers

Brian Diep

Martin Mossberg

Marc Nilsson

Ricky Chau

Oliwer Allden

Artists

Mons Finn Bergman

Astrid Åkesson

Albin Canbäck

Sara Fjellstedt


Level Desginers

Bastian Randau

Alice Persson

Animators

Carolina Buskas

Alexander Jansson

Cold Cooperation

Unlikely Allies

The US and Soviet are forced to cooperate and send their best space fighters to protect Earth from the threath of monstrous aliens.

Process and Reflection

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.

Shot01
Shot03
A01

Group Members


Programmers

Madeleine Flärdh

Oliwer Allden

Erik Nossborn

Alex Möller

Martin Mossberg

Casper Stein

Artists

Anton Sjöholm

Leon Savelind

Albin Canbäck

Jacob Kroon


Level Desginers

Niklas Olsson

Alice Persson

Animators

Carolina Buskas

Lovisa Ekelöw

   About

  • Genre: Bullet Hell
  • Time Taken: 8 Weeks half-time


   Tools

  • In house engine
  • Tiled (Level Editor)


   My Contribution

  • Level Design
  • Game Design
  • Writing

Devil's Market

   About

  • Genre: 2D Top Down Adventure
  • Time Taken: 7 Weeks half-time


   Tools

  • In house engine
  • Tiled as Level Editor


   My Contribution

  • Level Design
  • Game Design
  • Storyboarding

This is all your fault

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.

Process and Reflection

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.

Map03
Mapppp

Group Members


Programmers

Anna Göransson

Brian Diep

Martin Andersson

Ricky Chau

Albin Engström

Artists

Jacob Kroon

Sara Fjellstedt

Tim Persson

Fer Kitsawat

Level Desginers

Ofelia Rabow

Alice Persson

Animators

Tova Nyström

Lovisa Ekelöw

Spite: Blood Sun

Take back the land in the name of the Sun God

Powering yourself through blood sacrifice, you must slaughter the minions of the false sun god and slay him to restore balance to the land.

Process and Reflection

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.

Attacks
Level Brainstorm

Group Members


Programmers

Fredrik Sandberg

Anna Göransson

Martin Andersson

Alex Möller

Ricky Chau

Charlie Berner

Level Desginers

Markus Norén

Alice Persson


Techincal Artists

Kevin Osgyan

Daniel Bengtsson

Kristian Toro

   About

  • Genre: Diablo Clone
  • Time Taken: 13 Weeks half-time


   Tools

  • Our Own Engine
  • Unity (Level Editor)
  • Maya (Nav Mesh Editor)


   My Contribution

  • Level Design
  • Game Design

Circus Con Carne

   About

  • Genre: Mobile Puzzle
  • Time Taken: 6 Weeks half-time


   Tools

  • Unity


   My Contribution

  • Level Design
  • Puzzle Design
  • Game Design

Blood, Tears and Chaos

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.

Process and Reflection

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.

Group Members


Programmers

Tobias Nisson

Jonathan Söderman

Jonathan Michaeli

Linus Eriksson

Tobias Grönvall

Artists

Ablin Canbäck

Adam Nygren

Johan Jergner-Ekervik

Anton Bergman-Wallerstedt


Level Desginers

Marcus Tegerhult

Alice Persson

Animators

Tova Nyström

Edgar Kaulins

Neon Rider

Chicken Rider

Ride across three stages and collect coins. There is only one goal: be the richest, fastest chicken on the road!

Process and Reflection

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.

Group Members


Programmers

Mohamed Jawad

Benjamin Mättö

Linus Eriksson

Ventus Andersson

Henrik Hedström

Artists

Alice Söderpalm Patel

Anton Sjöholm

Astrid Åkesson

Level Desginers

Markus Norén

Hugo Borh

Alice Persson

Animators

Henrik Dalgren

Felicia Svensson

Lovisa Ekelöw

   About

  • Genre: Platformer
  • Time Taken: 6 Weeks half-time


   Tools

  • Unity


   My Contribution

  • Level Design
  • Game Design