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Mistworld

  • My contributions: 

    • Sketched and built 5 of the levels

    • Came up with mechanics for the game such as moving the crate

  • Work Duration: 8-weeks (Half time)

  • Engine used: Unity

  • Team size: 4 Artists, 2 Level Design, 6 Programmers

This is a puzzle game made for mobile phones, in it you must make it to the end of the level without using up all your moves. In your way there will be holes you can fall into, weak ground that turns into holes, locked chests blocking your path and boxes you need to move to traverse further. 

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This project was fun to work on as it was the first time I got to design puzzles and to really dive into how they are made and what makes them good. 

 

Link to the game: https://play.google.com/store/apps/details?id=com.TheGameAssembly.Mistworld  

ToysOrSus

  • My contributions: 

    • Designing parts of the level as well as the “waiting for player’s” level

    • Concepts for most of the minigames

  • Work Duration: 8-Weeks (Half time)

  • Engine used:Gråtmotorn (Created fully by the programmers)

  • Team Size: 4 Artists, 2 Level Design, 5 Programmers

This is a first person take on the famous game Among Us. In this game you run around as toys in a toy store trying to complete tasks while avoiding the evil toys who are trying to kill you, or maybe you will be the one killing the other players?

 

In this project I took a lot of inspiration from the Mario party series of games when designing the minigames because the theming fit greatly. While making the level we decided to make it use a sort of three lane structure to make the map fell great to play.

In development we hadn’t set up walls so the player couldn’t fall, in qt we were told that some of the greatest moments were that the player could run around on the floor which was not something that we designers had planned for but something we quickly made changes to make fit.

Aquatica Ultra

  • My contributions: 

    • Sketched enemy attack patterns

    • Sketched and built 1 on the levels

    • Sketched the diffrent types of attacks for the player

  • Work Duration: 8-Weeks (Half time)

  • Engine used: Tiled/TGA2D (Made by the programmers)

  • Team Size: 4 Artists, 3 Level Design, 5 Programmers

This is a shoot ‘em up game where you must control two ships at the same time, one that is controlled with wasd that can get hurt and one ship that can block most bullets and can shoot back that is controlled with the mouse. On your path you can pick up upgrades for your ship with the one that can be hurt but watch out for dangerous rocks or the creatures of the deep. 

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This was a fun game to create and it gave me a lot of chances to explore more of a game design perspective than the projects that came before, as all the enemies needed to have patterns of attacks. 

L0ST

This is a game much like Hyper Light Drifter where the player needs to explore an island of mysteries, get upgrades to try to uncover what happened there and try to get back home. 

 

This was an interesting project to work on as it was the first project where we had to design it so that the levels seamlessly transitioned between all the designers' levels. 

  • My contributions: 

    • Sketch for the starting levels

    • Building of the starting areas of the game

  • Work Duration: 8-Weeks (Half time)

  • Engine used: LDTK/TGA2D (Made by the programmers)

  • Team Size: 4 Artists, 3 Level Design, 5 Programmers

Loa Of Death

This is a diablo clone where you need to use your swamp like summoning powers to take your revenge on the deity Baron Samedi and his league of minions blocking your path. Make your way through the swamp by leveling you and unlocking new powerful summons. 

 

This was a project where I got to explore more of game design and level design because all of the abilities were fun to concept and later on also get balanced. 

  • My contributions: 

    • Sketched starting level

    • Built the second level

    • Concepted and balanced abilities

  • Work Duration: 8-Weeks (Half time)

  • Engine used: Unity/Gråtmotorn (Created fully by the programmers)

  • Team Size: 4 Artists, 2 Level Design, 5 Programmers

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