Other Projects


HoverCraft (2014, Unity)

Platform: PC
Time: 4 weeks
Designers/scripters: 2
Graphic artists: 4

Description

HoverCraft is a multiplayer vehicle shooter in which the goal is to retrieve and carry a bomb into the enemy teams base three times. Before the game starts each team will decide on one commander and pick one out of three vehicles. In the beginning of the game each teams commander will build a base consisting of walls and towers. The towers can be disabled for a while but ever completely destroyed.


To see more of what I did in this project as well as more information the project itself, click here.



Companions (2014, Unity)

Platform: PC and Windows Surface 2
Time: 7 weeks
Designers/scripters: 2
Graphic artists: 4

Description

Companions is a hack ‘n’ slash game and has a lot of focus mostly on spells.
The game is about a child and his dog who tries to defeat enemies in a mysterious world to reach new challenges and unlock achievements. To progress the player will have to find keys that unlock new areas, these keys are found in digspots which the player can direct his dog to use.


To see more of what I did in this project as well as more information the project itself, click here.



MindSwap (2013, Unity)

Platform: PC
Time: 2 months
Designers/scripters: 1
Graphic artists: 0

Description

MindSwap was my first 3D project, network project and unity project. Even so it turned out quite well and got nominated as best innovation at Swedish Game Awards. MindSwap is a 2 player cooperation game in which the players control one character each in first person view, however the view is from the other players perspective. As player one moves forward so does the vision for player 2 and vice versa. The player can still rotate their own vision though. With this problem comes the need to communicate and help each other through a floating world.

To see more of what I did in this project as well as more information the project itself, click here.



The Eternal Lullaby (2013-2014, Unity)

Platform: PC
Time: 10 months
Designers/scripters: 1
Graphic artists: 3

Description

The Eternal Lullaby is a narrative focused game in which a child has ben abandoned by his mother at an orphanage. As the child awakens in this orphanage he hears a melody from a music boxd, the same melody that the lullaby his mother used to sing has. The players objective is to collect all these music boxes or unlock a alternative ending by solving a puzzle, all while avoiding The Caretaker of the orphanage.

To see more of what I did in this project as well as more information the project itself, click here.



Virus (2014, Unity)

Platform: PC
Time: 5 months
Designers/scripters: 2
Graphic artists: 1

Description

Virus is a top view puzzle game in which a virus tries to reach the CPU in different computers. Each new level represents a more advanced computer and in turn the computers defenses become more effective. To the virus advantage is the ability to take control of different parts of the computer such as magnets, firewalls and propellers. The virus end goal is world domination where he himself controls everything.


To see more of what I did in this project as well as more information the project itself, click here.




Level design, Castle Rush for Chivalry: Medieval Warfare

Chivalry: Medieval Warfare is a competitive action game set in a similar setting as the middle ages. The player chooses between 4 different classes that benefits from different scenarios.
The level I made has three different objectives in with a defending and attacking team. The three objectives are
– Kill/defend peasants
– Destroy/defend the gate
– Kill/defend the king
The attacking team wins if all objectives are completed while the defending team wins if the time runs out.

The Common Areas

Attackers Objective: Kill 20 peasants
Defenders Objective: Defend the peasants
JJSixRowBurst

In this part of the level the defending team has a lot of posibilities to get up on the walls to shot at the attackers as well as defending at on of the three main bottleneck areas.
The attacking team can take one of three different routes to try and outmaneuver the defending team. One of these routes are to follow the road which leads directly to one of the two areas with peasant. another route is on the northern wall which eventually leads to the same area of peasants. The last route is between two houses in a thinner area that will be a bit more risky due to the bottleneck effect.

The Market

Attackers Objective: Destroy the gate
Defenders Objective: Defend the gate
JJSixRowBurst

The market much more limited area where the focus is a lot more on close quarters. There defending team will have to try and stop the attackers before they reach the gate by meeting them inside the market area. However since the defending team spawns closer to the gate, the attackers has a alternative route on top of a wall which is reached by jumping through a set of obstacles. On the path to gate via the wall there is a tower which can serve as a good archer spot as it looks down toward the gate.
The wall area cannot be reached by the defending team unless they also go into the market area.

The Courtyard



Attackers Objective: Kill the king
Defenders Objective: Defend the king
JJSixRowBurst

During the last objective the fighting will more likely be mostly indoors. The throne room on the upper floor i the easiest place to defend and it is really close to the defending teams spawn. The defending team has a higher respawntime than the attacking team so that they cant just rush in recklessely.
To get into the throne room the attacking team has two routes. One of the routes is to go through the bottom floor and up the stairs. The other is via the walls and through a windows that will lead to the end of the same stairs. The window has the advantage of being higher up which gives the attacking team the opportunity to place archers there. This could force the king to move from the inner parts of the throne room and thereby further away from the defending spawn.
The defending team would do best to either guard the 2 entrances to the house or assemble downstairs where it is harder for attacking archers to reach but faster to get to for the melee characters.



Canyon Balls (2013, UDK)

Platform: IPad
Time: 2 weeks
Designers/scripters: 3
Graphic artists: 3

Description

Canyon Balls was the first project I did on Futuregames. It was a very short project that was done after getting a introduction to
UDK for 1½ week. An easy way to describe the gameplay is to compare it with Pong but with the possibility to play as 3 or 4 players.
Every player can play on the same IPad since it can receive 5 touch inputs simultaneously.
The objective is to make the other players miss balls until they are out of lives.

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