Conquer the world fort by fort in this RTS/Tower defence hybrid!
Play as 2 druids in this co-op puzzle experience!
Be haunted by your own faith in this atmospheric horror game!
Practice industrial sabotage in this action driving game!
Faint from fear in this horror VR puzzler!
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GOLD BEER ELVISH BLOOD is a fast paced Horde tower defence game with RTS elements. Control a moving fortress, construct mighty unassailable outposts. And resist waves upon waves of increasingly dangerous enemies.
I've been a project owner for 6 game project at this point. In order to develop as a leader I really felt I needed to step down from the role this time around. And wow what a great learning experience!
For this project we decided to do something utterly unfeasable both for the fun of it, and so that everyone could have something cool for their portfolio.
The end product weeps for mercy every time it's launched because of that choice, but I think it was worth it.
I got to work on so much cool stuff this time around, from cramming out PCGs so that I could decorate our level designer's level in less than an hour even though it is several square kilometers across. To tower VFX.
But alas, the laws of thermodynamics dictate that there must be a bad choice for every good one. My biggest mistake this time around was focusing too much on creating clear documentation while our team was small enough that proper communication was enough to sidestep the need for documentation entirely.
In VAETTIR you play as an old medicine woman who is haunted by her own faith. This is a stealth horror game that takes heavy inspiration from Alien Isolation's use of AI director systems.
I was responsible for two very large areas for GP3, the procedural animation system for our monster as well as being project owner.
Trying to balance two vital yet different roles is not a new thing for me, but stretched over 7 weeks it led to problems I had not faced before.
This was a project where I got to experience being a Project Owner without any scrum master to back me up. Meaning I had to carry all managerial weight, while simultaneously making a procedural animation.
Overall I am very proud of my contributions to the project, but if I had to do it again, I would focus much more on ensuring there was a proper structure that allowed me to be more hands-off as a PO.
Take control of the two druids Flumine and Montis in this short adventure experience!
Use your druidic powers! Throw rocks! Push buttons!
This was game project 2 at Futuregames. We were tasked with making a multiplayer game in 4 weeks, which led to huge design and technical challenges.
I will forever be eternally thankful to this project, as I got to experience what production hell was like before going into the industry for real.
With the help of our amazing project managers we also figured out how to pull the project out of production hell at the last week, and put something presentable together.
My biggest mistake here was being too slow to trust some of my new co-workers, and not handling issues as the cropped up. But now I am prepared to never allow such issues to get in the way again.
Hoverpunk is a fast paced destruction derby in a post apocalyptic world!
Plug pollution leaking pipes while avoiding the dangerous police drone hovering above!
GP1 began within 2 months of starting our education at futuregames
This GP was a true adventure, while I had previous experience with 3 game projects at LBS Borås. That did not prepare me for the new organisational structure at Futuregames, or working with a full team of people I'd practically never spoken to.
I think this project was incredibly fun, I especially learned how important it is to be honest, direct and professional when giving feedback.
MALFUNCT1ON is a slow-burn atmospheric horror game for VR. Be chased by a horrific monster and navigate dark areas with your scanner or by using your welding pistol as a flashlight!
This game project was amazing! I got to work with some genuinely insane people that are fated to become giants in this industry!
I'm really happy with how my VFX came out for this project, but this project was also one where I learned how important good time management was, as I misjudged how long stuff would take far too often.