Other Projects

Tower of Dread

The player finds him/herself locked inside a prison cell in a mysterious compound platform spiraling out of a vast ocean. Through a use of stealth and/or gunplay, the player will need to make his/her way up to an escape pod to escape. Everything is not quite what it seems.


Inspired by Eric Chahi's Another World, Mass Effect and Half Life.


Team:

Solo Project

Core Gameplay:

Platforming

Stealth and Shooting Action

Find Keycard

Level Design

From 2D layouts to building the level in Unreal

Blueprint Scripting:

Main game mechanics

Level Assets:

Assets made in Blender for level design and main characters blaster weapon

Cinematics:

Cutscenes and general use of sequences

My contributions:

Audio Design:

Full orchestral score. SFX implementation.

Platform: PC

Game Engine: Unreal

Genre: First Person Shooter

Time Frame: 2 weeks



Design Process:

I first drew the three floor levels, top down, in 2D, and then implemented the in-engine level onto these outlines. Tweaking was needed due to time and gameplay scope as I had originally intended to have three levels, with an alien on human prisoner research area, I decided to switch to two floors instead due to the small amount of time to make the game.

The start of the level has some platforming with some trial and error jumping that may put some people off, but it is an ode to the trial and error of old games such as Another world. I added a checkpoint system to mitigate possible frustration, and that restarts you from before the jumping area.


My idea to go from enclosed prison cell to this area was to get a sense of the wasteness of the compound and the surrounding water. At the beginning of the game there is nothing in the sea. When you reach the second floor, the creepy ambient music starts, and the player may or may not realise that through the window some strange spikes and white objects have appeared in the horizon.

The vista spot looking out at death awaiting you.

Cutting Edge


First person - slice your enemies - action game. You are an extraterrestial arriving to the planet LJN-35X with a mission to find the artifact known as Cutting Edge. Embark on a journey beyond the jungles and inside the temple fighting the Son's of Alberich and deadly floating pirahna's on your way. A concept of a game made with cheeky B-movie passion at heart.

Platform: PC

Game Engine: Unreal

Genre: First Person Action

Time Frame: 2 weeks



Core Gameplay:

Platforming

Run n Slice

Stealth or Full-on Rambo

Team:

1 Designer

1 Programmer

Audio Design:

Symphonic orchestral

plus synthesizers score. Audio triggers. Voice acting for Alberich and Title. SFX implementation.

Art/Animation/

VFX:

Hand, pirahnna, shuriken, sword, level assets in Blender

Level Design:

From 2D sketches to

3D tempel and cave assets plus putting it all together.

My contributions:

Blueprint Scripting:

Rapid prototyping, movement, animation. Level Triggers

Cinematics:

Cutscenes and general use of sequences

The Last Fox

A stealth game prototype about Red Fox's first encounter with an ill-tempered cybernetic monstrosity(Boris the Bear) in a mysterious mountainous grove. 


A game project with a strong emphasise on the cinematic and musical narrative.



Core Gameplay:

Stealth

Level Design:

3D Assets in Blender,

and turned sketches into finished level in unreal. Caves in landscape.

Audio Design:

Full orchestral score. SFX implementation.

Cinematics:

Narrative through cinematics and music

My contributions:

Platform: PC

Game Engine: Unreal

Genre: Third person stealth

Time Frame: 2 weeks



Team:

2 Designers

Ponky Dong Game

Rapid Prototype

A third person platformer about a monkey who has to get the pineapple vodka juice for his grandpappy, Bong Bong.


A lot of the focus in this game prototype has been on making low poly level design and getting that game feel while still utilizing only cubes.

Platform: PC, Unity WebGL

Game Engine: Unity

Genre: 3D third person platformer

Time Frame: 1 week



Core Gameplay:

Platforming


Team:

2 Designers

My contributions:

Level Design:

3D Blockout

in Probuilder

C# Scripting:

General purpose designer, modular cannon implementation

Audio Design:

Fun loving, humoristic, brass band music inspired by Donkey Kong Country.

UI:

Event/Message systems.

Art:

Water shaders,

2D UI illustration of Bong Bong

Uprising

Non-violent single player VR-game. An atmospheric, Swedish dystopian spy thriller with sneaking and puzzle solving. 

Core Gameplay:

Move by swinging arms

Avoid patrolling drones

VR Puzzle solving

Team:

15 Designers

23 Artists

Level Designer:

3D Blockout

in Probuilder and asset implementation

My contributions:

Platform: PC, VR

Game Engine: Unity

Genre: Non-violent VR-game

Time Frame: 6 weeks



Dear Friends

Casual mobile game where you explore the forest, combine objects to progress, plant trees to gain resources, and befriend creatures within a magical mysterious world. 

Core Gameplay:

Swipe screen to explore

Touch Pickup/combine objects

Team:

2 Designers

2 Artists

Platform: Mobile Mac/Android

Game Engine: Unity

Genre: Puzzle Game

Time Frame: 4 weeks



My contributions:

Lead Designer:

Idea, design, and puzzles integration

UI:

Overall event systems, implementation of art assets

Gameplay Systems: Playmaker visual scripting Finite State Machines

Audio Design:

Full orchestral score, and sfx implementation.

Dino Punk

Sidescrolling shoot-em-up. You are a Alistair and/or Daisy battling a world of dinosaur robots. Reach and fight the evil mastermind toaster and free the realm from tyranny!

Team:

3 Designers

3 Artists

Core Gameplay:

Shoot and bomb

Avoid obstacles

Level Design:

Implementing level 2D tilemaps

Art, Animation and VFX:

2D animated dinos inside cave system. Particle FX.

Gameplay systems:

Camera system and boss state machines. Sfx implementation.

My contributions:

Platform: PC

Game Engine: Unity

Genre: 2D singleplayer

or co-op shoot em up

Time Frame: 2 weeks



Unicorn Prince and The Machine Menace

Platformer RPG Metroidvania Game. You are a prince with your trusty unicorn who has to save the realm from invading robot overlords using fantasy medieval weaponry and magic. Embark on an adventure with your unicorn, fight against vicious animals in the realm of Excelsior Prime, find the man in red, unlock the battle against the machines.

What is the purpose behind the robot onslaught?


An epic concept of a game with incredible music.

The game can be played at itch.io.

Team:

Solo Project

Core Gameplay:


GDScript:

Systems design,

actors principle for inheritance, modular design.

Audio Design:

Full orchestral score. Audio systems. SFX implementation.

Art, Animation and VFX:

Character animations, Tiles

VFX

Narrative Design:

Concept and Story

UI:

Message/Event system.

Layout and Animations.

My contributions:

Platform: PC

Game Engine: Godot Engine

Genre: Platformer Metroidvania

Time Frame: 6 Months and Still Going



Core Gameplay:

Platforming

Shoot music intervals

Use WWI Weapons

Team:

Solo Project

A psychological horror/music game. You are a composer trapped in your own mansion who has to battle your past and the Ancient Cne who has taken control over famous old composers, such as Beethoven and Wagner. Or is it only your madness that has manifested itself?  Your wife and child is dead. What happened to them? Use your weapons from WWI and your musical powers to destroy your inner demons.

Inner Demons Prototype

Platform: PC

Game Engine: Godot Engine

Genre: 2D Retro Platformer

Time Frame: 5 months



My contributions:

GDScript:

Systems design,

actors principle for inheritance, modular design.

Audio Design:

Full orchestral score. Audio systems. SFX implementation.

Art, Animation and VFX:

Character animations, Tiles

VFX

Narrative Design:

Concept and Story

UI:

Message/Event system.

Layout and Animations.


Music Portfolio on Newgrounds


Games on Newgrounds


2D Animated Shorts


Old Reels