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GROUP PROJECTS
FINDERS KEEPERS
Summary
This was the first group project at The Game Assembly, where we delved into creating an endless runner game similar to that of Subway Surfers, in which you attempt to escape from an alien who is rapidly chasing you through different time periods.
Breakdown
Time
6 Weeks Half-Time
Team Size
3 Artists
3 Level Designers
2 Procedural Artists
5 Programmers
Focus Areas
Game Design
Level Design
Software
Unity Engine
Perforce
Miro
YouTrack
Screenshots
Reflections
Overall, I am satisfied with how the project turned. However, this was the first time I got to develop an endless runner game, and I was responsible for designing the level that takes place in the present day (the ones with a lot of parked cars on the street).
One of the key challenges in designing this level was to make sure that it wasn't too difficult for the player. Hence, the placement of cars, buses, and other hazardous obstacles had to be refined throughout the project during our playtests, which allowed me to tweak the timing of the key moments where the player had to either slide under a bus or avoid incoming cars through dashing. I would have liked to improve said placements even more, but in the end, I think the level of difficulty was reasonable and I am pleased to have learned from it.
DETECTIVE RODENT
Summary
Another intriguing project from The Game Assembly, where we were tasked with developing a mobile puzzle game. You play as a detective (who also happens to be a rat) who sets out to retrieve a cheese that belongs to your niece.
Breakdown
Time
6 Weeks Half-Time
Team Size
3 Artists
2 Level Designers
2 Procedural Artists
5 Programmers
Focus Areas
Game Design
Puzzle Design
Level Design
Set Dress
Software
Unity Engine
Perforce
Miro
Youtrack
Screenshots
Reflections
Developing a mobile game was also a first for me in this project, and it was a fun challenge. In this case, we had a goal of putting the gameplay of Dandara: Trials of Fear Edition into the context of a puzzle game. Even though I think that some elements worked, such as the snapping movement from platform to platform, the puzzles in my level (the one that takes place on in a pantry) could have seen further iteration.
FALLEN STAR
Summary
With this project, the goal was to create a platformer on The Game Assembly's proprietary engine called TGE. We had Ori and the Blind Forest as a reference game. You play as a fallen star who must face your inner doubts and regain your light.
Breakdown
Time
12 Weeks Half-Time
Team Size
5 Artists
3 Level Designers
2 Procedural Artists
6 Programmers
Focus Areas
Game Design
Level Design
Set Dress
Software
TGE (Proprietary Engine)
Unity Engine (Editor)
Perforce
Miro
YouTrack
Screenshots
Reflections
This was a rewarding project to work on. Not only due to the great group dynamics that we had, but also how challenging it was to work on a proprietary engine and to scale down a Metroidvania-like game such as Ori and the Blind Forest into a more simplified platformer with smaller off-the-beaten-path areas that the player could traverse.
ROCKING RODENTS
Summary
With this project we created an action-adventure game with TUNIC as a reference. This project was also made on the TGE proprietary engine.
Join Rascal, a rebellious rat armed with a guitar, in a high-octane adventure to overthrow the tyrannical Rat King and save his beloved punk bar, Rocking Rodent. Engage in fast-paced, rhythmic combat using the power of music as your weapon, and navigate through gritty sewers, bustling city streets, and the ominous corridors of the Rat King’s castle
Breakdown
Time
8 Weeks Half-Time
Team Size
5 Artists
3 Level Designers
6 Programmers
Focus Areas
Game Design
Level Design
Software
TGE (Proprietary Engine)
Unity Engine (Editor)
Perforce
Miro
YouTrack
Screenshots
Reflections
Another fun project to work on where I got the opportunity to learn more about level designing for an isometric camera angle, which presented different challenges when it came to presenting the puzzles for the player.
CHAIN REACTION
Summary
This was the last group project during my Game Design and Scripting education at Södertörn University. The focus was to expand on a game concept and be a part of a large and prolonged project that revolved around the production and post-production phases.
You take control of two contestants with the goal of completing each level as fast as possible, as well as collecting coins along the way in order to get the best possible score and be declared as winners of a game show. However, the contestants are chained together, and it is vital that they don’t break the chain, or else the game is over.
Breakdown
Time
3 Months
Team Size
3 Game Designers
3 Artists
Focus Areas
Scripting (C#)
Game Design
Level Design
Q&A Lead
Software
Unity Engine
Visual Studio
Perforce
Miro
Jira
TestLink
Screenshots
Reflections
This project not only taught me a lot about level design and how the player interacts within the parameters of the game world, but also how good group dynamics during a longer development period can have an impact on the overall quality of the experience.
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