GROUP PROJECTS


THORWALD’S LAMENT

SPECIFICATIONS

GENRE: 2D Adventure
REF GAME: Hyperlight Drifter
ENGINE: TGA2D
EDITOR: LDTk
TIME: 7 weeks (half time)

PARTICIPANTS

Level Design: Alexander Berg, Bo Steen, Paul Svahn Moore

Graphic: Felix Rahm, Johanna Liw, Kei Mak, Malin Sandred, Nikola Praizovic Hedström

Programming: Anton Liivak, Emil Nygren, Oliver Dahlin, Perry Ivic, Theo Björkhem, Tomas Granlund

DETAILS

Use your otherworldly powers to explore a mysterious corrupted world on a quest to save your dear dog from an unknown monstrous entity.

This game was my 5th group project at The Game Assembly. Our task was to create an adventure game, and our reference game was Hyperlight Drifter. 

My contributions were: 

  • Level Design 

    • 2 Levels/areas (out of 6)

  • Enemy/boss design 

  • Arena design 

  • Game Design Document

    • Mood board  

    • Name standard 


SPITE: BLOOD RELIC

DETAILS

Lighten the catacombs with your blood lantern and stop a hideous summoning.

This game was my 6th group project during my time at The Game Assembly. 
Our task was to create an ARPG with the reference game Diablo III. 
 
Us level designers did our work in Unity that was afterward
exported to our own engine.  

My contributions were: 

  • Level Design

    • 1 Level (out of 4)

  • Creating a Game Design Document 

  • Mood board 

  • Decide gameplay mechanics 

  • Dressing levels 

  • Gameplay testing 

SPECIFICATIONS

GENRE: ARPG
REF GAME: Diablo III
ENGINE: Wondrous Machine, made
EDITOR: Unity
TIME: 14 Weeks, (halftime)

PARTICIPANTS

Level Design: Alexander Berg, Goliat Eldh, Max-Leonard Rydén

Graphic: Alireza Vaezi, Malin Sandred, Pamela Saavedra, Patrik Idnert

Programming: Daniel Jonsson, Gustav Melander, Linnea Almlöf, Lukas Persson, Robin Krokfors


BARBEQUE BATTLE QUEST

SPECIFICATIONS

GENRE: Shoot ‘em up
REF GAME: Steredenn
ENGINE: TGA2D
EDITOR: Tiled
TIME: 8 weeks (halftime)

PARTICIPANTS

Level Design: Alexander Berg, Max-Leonard Rydén, Isak Jansson

Graphic: Isac Selander, Jovan Marinkovic, Malin Sandred, Natali Arvidson, Nikola Praizovic Hedström

Programming: Coco Myrén Hallström, Lukas Persson, Emil Nygren, Benediktas Vikelis, Theo Björkhem

DETAILS

This old abandoned grill has been given a new chance... It has gained consciousness, and has only one goal on its mind. To conquer the mutated vegetable life-forms, and make the best burger it can!

This game was my 3rd group project at The Game Assembly. Our task was to create a Shoot ‘em up, and our reference game was Steredenn.  

My contributions were: 

  • Level Design

    • 2 Levels (out of 6)

  • Enemy/boss design 

  • Mechanics  

  • Behaviour 

  • Enemy types 

  • Game Design Document 

  • Mood board 

  • Dressing levels


FENEKK DRIFTER

DETAILS

Play as a space traveling fox as you try to rebuild your broken ship by collecting parts while avoiding hasards at max speed

This was my very first group project during my time at The Game Assembly.  
Our task was to create a platform game, and our reference game was Alto’s adventure.  
 
My contributions were: 

  • Sketching levels 

  • Level Design

    • 2 Levels (out of 3 levels) 

  • Dressing levels 

  • Balance gameplay 

SPECIFICATIONS

GENRE: 2.5D Platformer
REF GAME: Alto’s Adventure
ENGINE: Unity
EDITOR: Unity
TIME: 6 weeks (half time)

PARTICIPANTS

Level Design: Alexander Berg, Hugo Renöfält

Graphic: Gevik Shanzari, Isac Selander, Johanna Liw, Julian Wojtas

Programming: Björn Elf, David Falck, Gustav Rutqvist, Leo Von Ahn, Morgan Waern Wickström, Victor Petersson.


TURNINN

DETAILS

This game was my 2nd group project during my time at The Game Assembly. 
Our task was to create a mobile puzzle game. Our reference game was The Room. 

My contributions were: 

  • Level Design

    • 1 Level (out of 3 levels)

  • Dressing levels 

  • Deciding tools for the project 

  • Gameplay mechanics 

SPECIFICATIONS

GENRE: Mobile Puzzle
REF GAME: The Room
ENGINE: Unity
EDITOR: Unity
TIME: 7 weeks (halftime)

PARTICIPANTS

Level Design: Alexander Berg, Henrik Ek, Olle Drakenberg

Graphic: Emily Tillberg, Jovan Marinkovic, Felix Rahm, Pamela Saavedra

Programming: Denise Bröste, Coco Myrén Hallström, Emil Nygren, Axel Melkersson, Gustav Melander


BIRB BOY

DETAILS

Use your otherworldly powers to explore a mysterious corrupted world on a quest to save your dear dog from an unknown monstrous entity.

 

This game was my 4th group project at The Game Assembly. Our task was to create a 2D platformer, and our reference game was Super Meat Boy. 

My contributions were: 

  • Level Design 

    • 3 Levels (out of 10)

  • Game Design Document

    • Name standard 

    • Mood board 

  • Decide metrics 

  • Player tweaking 

  • Dressing Levels 

  • SFX 

SPECIFICATIONS

GENRE: 2D Platformer
REF GAME: Super Meat Boy
ENGINE: TGA2D
EDITOR: LDTk
TIME: 7 weeks (half time)

PARTICIPANTS

Level Design: Alexander Berg, Dennis Lundin, Goliat Eldh

Graphic: Johanna Liw, Julian Wojtas, Pamela Saavedra, Sara Lind

Programming: Andre Bruce, Oliwer Dahlin, Oskar Emanuelsson, Teo Silfverhjelm, Victor Petersson


CITY OF THIEVES

DETAILS

You are a sly red panda in an ancient empire, trying to steal treasures; accidentally uncovering a curse.​

This game was my 8th and last group project at The Game Assembly. Our task was to create a TPP game, and our reference game was Sly Cooper.

My contributions were: 

  • Level Design 

    • Open World

  • Game Design Document

    • Name standard 

    • Mood board 

  • Decide metrics 

  • Player tweaking 

  • Dressing Level

    • Foliage

    • Landscaping

  • Combat encounters

    • Balance

    • Script

  • Blueprint scripting

    • Create and maintain procedural house tool

    • Create and maintain Spline tool (fence)

    • Create a function where player can hide in bushes

  • Enemy behaviour trees

SPECIFICATIONS

GENRE: Third Person Perspective
REF GAME: Sly Cooper
ENGINE: Unreal Engine 5
EDITOR: Unreal Engine 5
TIME: 14 weeks (full time)

PARTICIPANTS

Level Design: Alexander Berg, Goliat Eldh, Max-Leonard Rydén

Graphic: Alireza Vaezi, Malin Sandred, Pamela Saavedra, Patrik Idnert

Programming: Daniel Jonsson, Gustav Melander, Linnea Almlöf, Lukas Persson, Robin Krokfors

SPECIFICATIONS

GENRE: First Person Shooter
REF GAME: DOOM, Slimerancher
ENGINE: Inhouse
EDITOR: Unity
TIME: 14 weeks (full time)

PARTICIPANTS

Level Design: Alexander Berg, Goliat Eldh, Max-Leonard Rydén

Graphic: Alireza Vaezi, Malin Sandred, Pamela Saavedra, Patrik Idnert

Programming: Daniel Jonsson, Gustav Melander, Linnea Almlöf, Lukas Persson, Robin Krokfors


BLOBLOBBER

DETAILS

This game was my 7th group project at The Game Assembly. Our task was to create an FPS, and our reference game was Slime Rancher and Doom. 

My contributions were: 

  • Level Design 

    • 2 Levels (out of 10)

  • Game Design Document

    • Name standard 

    • Mood board 

    • Script wishlist for the engine

  • Decide metrics 

  • Create player gym

  • Player tweaking 

  • Dressing Levels 

  • Combat encounters

    • Balance

    • Script

    • Navmesh links

  • Script events

  • Enemy behaviour trees