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Portfolio

My portfolio consists of my best work that has been completed.

Two games:

textOne investigative report:

  • RTS/RTT genres UI/HUD composition (.pdf)

One prototyped game:

 

 

Occidio (Game)

  • Game Name: Occidio
  • Genre: RTT/3rd person shooter
  • My role in project: Lead Designer

Vision: The Occidio concept is a blend of real-time strategy and a third person shooter. We wanted to create a multiplayer game with a steamroller hero (literally plowing through the enemies with his sword) as the main unit and the heroes armies would be his support units. References: the Kingdom Under Fire series, Ninety Nine Nights.

Result: In our 10 weeks of production we didn't have time to implement all of the features we wanted, so the result of our hard labors was your basic RTT gameplay with network support and large units.

The Team: (10)

  • Project Lead:
      • Sebastian Badylak
  • Lead Artist/Director:
      • Thomas Larsson
  • Lead Designer:
      • Dag Stensson
  • Lead Programmer:
      • Stefan Enberg
  • Artists:
      • Alex Lifblom
      • Petter Högsander
      • Thomas Larsson  (Massive Ent)
      • Tor Frick  (Massive Ent)
  • Designers:
      • Dag Stensson
      • Jonas Nordling
      • Johan "Bobby" Nilsson
      • Sebastian Badylak (SHortfuse Ent)
  • Programmers:
      • Johan Gustavsson (Shortfuse Ent)
      • Stefan Enberg
 
pics Occidio  
 
           
     

 

 Sabaku Karuma Sensu (Game)

  • Game Name: Sabaku Karuma Sensu
  • Genre: Arcade shooter
  • My role in project: Designer

Vision: This is the first real game that I produced in a team. It's a mix between the freedom of GTA and a heavy blasting arcade shooter.

Result: We didn't finish the game to a 100%, but you could drive around and shoot at enemies and them at you. Due to the large world and limited overview (un-zoomable top view camera) we had to include tracks behind the car so that the gamer could find his way around. If the collision detection would have been fully implemented this game would rock.

What we learned: The value of planning and sometimes skipping things that take to long. Anyhow, we had a lot of fun making this game.

The Team: (7)

  • Design:
      • Robert "Wowbagger" Esbjörnsson
      • Dag Stensson

  • Graphics:
      • Martin Eriksson
      • Petter Andersson
      • Jesper Nordqvist

  • Programming:
      • Peter Billander (Bits n Pieces)
      • Patrick Andersson
 
   
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Quad (Prototype)

  • Game Name: Quad
  • Genre: Puzzle
  • My role in project: all roles

Vision: This is a web based prototype of a XNA-game I'm currently working on. This prototype has quite simple game mechanics. You connect the dots, but with a twist -you do it with a solid square. The main method for solving the puzzles is by twisting and deforming the square.

 

This prototype demonstrates the mechanics of a 'think outside the box' puzzle game. I created this one during a course in Experimental Game Mechanics (held by Jonas Hultén, Game Designer, Grin) and got a great respons by the people that played it. The core mechanics are as follows: intersect the 'quad' (a 2d square) with the blue boxes without intersecting the red boxes. This can be done by dragging the Quads edges however you want, thus deforming it totally.

 

Result: As I wrote above, this is a prototype and only reflects the main core mechanic of the game. The prototype was created and tested on people a year ago, and I got such a great response on it.

Known bugs: The scripting language 'lingo' is not very stable and loves to make the square deform oddly sometimes (but you'll get use to it). Any other bugs you are more than welcome to report.

Play Quad Here

 

 
   
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