Screenshot of KABOUNCE

The competitive, multiplayer pinball game where you control the ball.

My role is UI/UX programmer, and generalist programmer. Prior to this project I have not touched UI programming, and my task was to bring mockups to a functional state, after which an art pass could make it pretty.

The settings menu was extra challenging, since this also includes implementing these settings. This has been a great learning opportunity to discover how Unreal Engine 4 does graphics settings, audio volume, button remapping, and more. Another challenge is applying settings to existing game components I was not familiar with.

Apart from UI work I have also worked on collecting user statistics, such as points scored, K/D counters, meters rolled, and plenty more. Some of these statistics are persistant over multiple games, whilst some are only required for a session. These statistics are useful for gameplay achievements, player stat screens, and telemetry.


Link: Steam Store

The Apartment

Old screenshot of The Apartment

VR Stakeout Game, discover the Mob structure behind a series of crimes, using your trusty camera.

The role I played was tech lead, and I made VR interactive blinds, and the save system. The blinds are used as a stealth element in the game, allowing the user to peek through them. The save system is flexible, and can be used to store pictures as well.

The blinds are a very cool aspect of the game. It allows me to play around using vertex shaders, do cool optimizations, and get them to feel good.(more)

Unreal Engine 4 has great serialization tools built-in, and during this project I learned how to use a subset of them, and create a slot-based save system. The Apartment has static objects, and dynamic objects, and all kind of connections exist between these. The system, if used properly, could store and recreate these connections. (more)

The Apartment is still going on in development, and has no online presence.

Project Abby

Screenshot of the livingroom

Explore the life of Jacob in a narrative adventure that tells a story that changes depending on what part of his life the player focuses on.

For this project I was the only programmer on the team, there was a designer that wanted to learn programming, who did small jobs. My mission was to create the first person player experience with object interation, game loop, branching narrative, and ambient audio.

The branching narrative was very interesting to implement. We chose Twine as our tool to design the story, and visually see branches in our story, but also allow passages with specific syntax to be used as commands. I made a tool that converts the Twine story into data, and bytecode, which is then run when dialog appears on screen. (more)

This block has been fairly intersting for me, since I also focussed on ambient audio. I created code that can schedule sound cueues, and ensures that only soft clips can overlap, and loud clips never do. (more)

Space Squid

Space Squid Promo image

Space Squid has been developed for Ludum Dare 38, in a small team trying to accomplish something unique. Jump from planet to planet, dodging rockets, firing stars, and did I mention powerups?

I am very proud of what we have accomplished in a small timeframe. Using Unreal Engine 4, and having designers that can use Blueprints to aid development was the reason the jam succeeded. Sadly we never added the squid. (Ludum Dare page)


Atmospheric screenshot

Post-apocalyptic survival, where humans are not your enemy.

This project is my application to Stugan 2017. There is only a vague prototype that will be expanded upon in the Summer holiday if I get selected to join Stugan. Many things can change between now, and actual development.

The core of the project is getting me out of my comfort zone, and touch upon aspects of Game Development I do not touch. Usually I get a description, and my task is finished if my work exactly fits the requirements. But this project is my way of doing most of it myself, and learning a lot about myself.