Projects
Gerda: A Flame in Winter
Walk the path of Gerda as her quiet life is turned upside down during the events of World War 2 in this intimate narrative RPG-lite.
Challenges
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This was my first time working in the game industry. I did internships in software and web development before but now got to see the game development side.
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Learning to work with new tools. I extensively used a in-house visual scripting tool while also brushing up my knowledge of Unity.
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Since I came in when the game was already in full production I spent most of my time fixing bugs and making small iterations. Even though I did not have much creative input I did keep my motivation high by finding the joy in the work and thoroughly enjoying the moments I did get to setup something new.
Car Crash
The Banquet
German Farmer
Role
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My responsibility was for the integration, polishing and bug fixing of level content in the game. which included integrating gameplay systems, distributing resources and scripting gameplay sequences through out the entire game. This includes: Implementing Tutorials, Encyclopedia entries, Achievements, Goal reminders and much more.
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For the entire game I also adjusted character movements, animations and cameras to support the intended narrative experience.
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There is one "tentpole" level I had ownership over, The Banquet halfway through the game. I took it over from a grey box state to the final shipped product. There were also two "side-story" levels that I had ownership of, "Car Crash" and "German Farmer" both can randomly show up before the Banquet. These two levels I developed from a single paragraph to the final shipped level.
Car Crash – Starting Paragraph
Car Crash – Miro Level layout
Car Crash – Blockout
Liva's Story - Gerda: A Flame in Winter DLC
Become the leader your team needs you to be in Liva’s Story. Play as Liva – the Sparrow – after she and her small group of Resistance members are forced to flee Copenhagen. Retreating to the small village of Tinglev during the events of World War 2 in this intimate narrative RPG-lite.
Challenges
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This was my first project as a full time game designer and commercial project that I worked on from beginning till end.
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Working efficiently and trying to re-use much of what was already there was a challenge. Using previously build levels with different camera angles and creative use of assets.
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Trying to not let features get out of hand but still stand for additions you feel passionate about. Some darlings were killed (stealth section!) but I am happy with the more "consequence of player action" additions I was a part of (the protest leader)
Role
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My responsibility was for the integration, polishing and bug fixing of level content in the game. which included integrating gameplay systems, distributing resources and scripting gameplay sequences through out the entire game. This includes: Implementing Tutorials, Encyclopedia entries, Achievements, Goal reminders and much more.
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For the entire game I also adjusted character movements, animations and cameras to support the intended narrative experience.
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There is two levels I had ownership over, The Informant halfway one of the optional missions early in the game. And The Protest, a later optional mission. I set up the levels from a short description to the final shipped product.
Unannounced project
This project is in development.
Captain Starshot
Captain Starshot is a rogue-lite dungeon crawler where you explore the galaxy in your ship as well as boarding enemy ships and exploring them from the inside with your crew. The project was made with a large student group over the course of a year and released on Steam.
Challenges
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This was the biggest and longest project I worked on. Together with the fact that we were all students made it hard to organize.
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Working within art scope. Since our team had only 3-4 artists we had to manage their time well. With a lot of decision we had to keep in mind that we only had a limited amount of time the artist could work on it.
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Tech design focus. A lot of systems were made from the ground up by technical designers instead of programmers, since they were busy with the more complex systems like procedural generation. This made some systems a bit of a mess to work with.
One of the Upgrade System concepts early in development
UI Design on how the status effects should be displayed
Early concept how we could scale and balance abilities
Role
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Pre-Production: Helped with prototyping and settling a vision. Later on worked on the vertical slice level that would be delivered.
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Production: I was connected to the ability system as a system designer. Designing new abilities and iterating on the existing system. I always switched to other systems briefly like the hazards or tweaking the player on-foot character.
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Post-Production: As a system designer I was closely involved with QA to test and fix any abilities that were not working as intended.