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