Level design (Unreal)

The Kidnapped Townsfolk

Solo Project

Work:

  • Creating a level using verticality.

 

  • Using a jumping puzzle mechanic.

 

  • Door/key system to have the player explore the level.

 

  • Creating a First Person character with jumping abilities that suited the gamestyle.

 

Level design (Unity)

Operation Recon Spider

Group Project

Focus:

  • Creating a 2D climbing game for mobiles (Android) with a fun and challenging resource system.

 

 

My Contribution:

  • Leveldesign for 14 levels.

 

  • Producer.

 

Other Contributors:

  • Lars Aass Olsen (Code, leveldesign for the tutorial level, co-producer)

 

  • Kamilla Ruud (Art)

 

 

Level design (Unreal)

Eternal Beauty

Group Project

Focus:

  • Creating a walking-sim story with an interesting story.
  • Twisting a familiar story into something more wicked.

 

 

My Contribution:

  • Storywriting

 

  • Getting a template of the map on paper.

 

  • Voice acting scouting and voice acting myself.

 

Other Contributors:

  • Christer Andreassen (Asset collector, asset placement, sound editing, video editing)

 

  • Terje Ballestad (Main in-engine builder)

 

 

Producer (Unity)

Løpespillet!

Group Project (School given project, how to give Kolonial.no more costumers.)

Focus:

  • Creating a fun game for families that they could play to get tickets for lotteries to win giftcards and cupons for said store.

 

  • Utilizing the Scrum method due to the given framework of the assignment.

 

My Contribution:

  • Scrum Master

 

  • Functioning Product Owner.

 

  • General Documentation.

 

  • Test Lead.

 

Other Contributors:

  • Lars Aass Olsen (Code, implimentation of assets)

 

  • Bjarne Normann Olsen ( Simple 3D-graphics, general documentation)

 

  • Mathias Tellefsen (Code)

 

  • Kristian Knutsen (3D-graphics, animation, product owner on paper)

 

  • Håkon Carlsen (3D-graphics, animation)

 

  • Martin Flo (3D-graphics)

Producer (Unity)

Graveyard

Group Project

Focus:

  • Creating an atmospheric level using few different assets.

 

My Contribution:

  • The concept design.

 

  • Drawing out the concept on paper.

 

  • Lead designer on the atmospheric feel and lighting.

 

Other Contributors:

  • Lars Aass Olsen (Code, animasion, implimentation of assets, lighting, terrain and ground textures, filming the video)

 

  • Julie Pedersen Martinussen (Asset-placement, problem-solving)

 

  • Christoffer Marø Gjerde (3D-graphics)

 

  • Kristian Knutsen (3D-graphics)

 

  • Christina Lervåg (3D-graphics)

Quality Assurance (Unity)

Cloneider

Group Project

Focus:

  • Developing a multi-platform game (Windows - Android).

 

  • Gyroscopic controls design.

 

  • Light physics-pased puzzle design.

 

My Contribution:

  • Testing testers.

 

  • Writing test answers.

 

  • Collecting the information from the answers to easier read and understand.

 

  • Helping the team decide what needs tweaking and changing.

 

  • Documentation-aidee.

 

Other Contributors:

  • Lars Aass Olsen (Original design, programming, UI, effects, porting

 

  • Sean Murphy (Scrum master, documentation, game design)

 

  • Peter Nordrum Riseng (Level design)

Honourary Mentions

General Game Design (Board Game)

Vampire Hunters

First Game I ever made!

Group Project

Focus:

  • Creating a fun and engaging board game.

 

  • Learning about Game Design.

 

 

Collective work on the whole design with:

  • Eskil Dahl Pettersen

 

  • Magnus Sorthe

 

  • Andreas Lund

Horror Prototype (Unreal)

The Hallway

 

Solo Project

Work:

  • Creating a dark and creepy atmosphere.

 

  • A short and sweet interaction that the player finds creepy.

 

  • Figuring out how to make a good mood with just lights and sounds.