Games

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Spite
Ragnars Mjöd

Summary:

An evil icetroll stole your mead! Get it back before it drinks all of it!

Specification:
Genre: Top-down
Development: 10 weeks halftime (4hrs/day)
Engine: Yellowsnow Enigne

My contributions:

Leveldesign:
Did sketches of level 1 and 2, then built them in the editor

Levelart:
Leveldressed the levels to release

Scripting:
Set up enemy encounters through out the whole game

Closing thoughs:
This project went much smoother than our first, but it was still a bumpy road with a lot of technical difficulties.

The Team

Leveldesigners: Kevin Osgyan,   Carl Palm,   Daniel Svahn

Artists: André Rondahl,   Manne Westermark,   Ludvig Olsson,   Adam Karlsson

Programmers: Oliver Nyholm,   Flovin Michaelsen,   Fredrik Bladh,   Sedin Mesic,   Sebastian Grape,   Emil Hylén Stuparich

Technicalartists: Adrian,   Charles

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Raggarök

Summary:

You just wanted to buy some sausage, but those space-greasers destroyed your favorite sausagestand. It's time to end all space-greasers.

Specification:
Genre: Spaceshooter
Development: 10 weeks halftime (4hrs/day)
Engine: Yellowsnow Enigne


My contributions:

Leveldesign:
I did sketches of different sections of different levels. My main focus has been level 3 and 1 in both design and art.

Levelart:
Once the levels were built, I did an artpass and dressed the levels for release.

Gamedesign:
Worked closely with my fellow leveldesigners to decide mechanics and gameflow. Setting up pacing

Closing thoughts:
This project was a nightmare from a leveldesigners perspective. We got halfbroken tools, bad communication between us and the other disciplines
and very few assets to actually build with. I experienced crunch like never before and limitations which I could not imagine. After this project we
did everything we could to not fall into the same trap again.

The Team

Leveldesigners: Kevin Osgyan,   Carl Palm,   Daniel Svahn

Artists: André Rondahl,   Manne Westermark,   Ludvig Olsson,   Adam Karlsson

Programmers: Oliver Nyholm,   Flovin Michaelsen,   Fredrik Bladh,   Sedin Mesic,   Sebastian Grape,   Emil Hylén Stuparich

Technicalartists: Adrian,   Charles

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Hellbent

Summary:

This project is probably the one I am more proud of. Hellbent takes place on a planet called "Kolberget" (Coal-Mountain) and your objective is to escape the authorities and gain your freedom.


Specification:
Genre: Shoot em' up, Bullethell
Development: 8 weeks halftime (4hrs/day)
Engine: TGA 2D (In-house engine)

My contributions:

Music:
I created the whole soundtrack for Hellbent and made the songs follow the "Heroes journey" model in terms of how dramatic, dark or uplifting it was. Hellbent OST


Gamedesign:
Together with my fellow leveldesigner, I set up how enemy waves would enter the screen and how the boss-battles should work / different phases.


Patterndesign:
Designed patterns which enemies would shoot and created them in a selfmade editor made from our programmers.


Closing thoughts:
During this project we wanted the games' intensity to follow the background music, so it was upon me to make the music and I learned so much. First and foremost about dramaturgy to get the pacing correct. Additionally about how to make music specifically for games so that it would loop correctly with an intro.

The Team

Leveldesigners: Kevin Osgyan,   Jesper Börjesson

Artists: Elsa Varland,   Ruben Dahlstrand,   Ludvig Olsson

Programmers: Mattias Blomgren,   Christopher Rau,   Sofie Palén,   Emma Göransson


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Murasaki

Summary:

After being chosen by the blade of Murasaki, the hero has to collect 3 ancient relics to slay the evil king that rules over the abyss.


Specification:
Genre: Adventure
Development: 8 weeks halftime (4hrs/day)
Engine: TGA 2D (In-house engine)

My Contributions:

Gamedesign:
Me and my co-worker designed the games' mechanics, how enemies work and abilities. I designed the final boss, its different phases and then made it with tools together with the programmers.


Leveldesign:
This project was heavily focused on dungeon building which was one of my tasks. We built rooms as seperate maps which we later stitched togetherwith help of code so that anyone could easily help out and work on the same dungeon at once.


Graphics:
Sadly, many members in the graphics team were sick to and from so I jumped in and helped out whenever I could by doing art assets.


Closing thoughts:
For me there was quite a lot of stress with this project because I had just started learning scripting which I wanted to focus a bit more on. In the end it turned out fine and a learned very much, though there was quite a lot of crunch.

The Team

Leveldesigners: Kevin Osgyan   Oscar Maris

Artists: Elsa Varland,   Pontus Canbäck,   Adam Karlsson

Programmers: Sebastian Grape,   Morris Gustafsson,   Mattias Ringström,   Henrik Phan,  
Filip Carkic

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Iki And The Owl Of Blight

Summary:

You wake up from your slumber to find out that the forest around you has been defiled with blight. Aya, the guardian of the forest gives you her last powers, hoping it will be enough for Iki to stop whatever is causing the blight.


Specification:
Genre: Platformer
Development: 8 weeks halftime (4hrs/day)
Engine: TGA 2D


My Contributions:

Gamedesign:
I cooperated with my other leveldesigner to document everything from metrics to abilities and the whole idea from how the game should start to how it finishes.


Leveldesign:
Started traditionally with paper-sketches on our whole game. Then we built our levels in sequences which we patched together into 1 big map in the end.


Closing thoughts:
This project was very heavy on us leveldesigners because of dependecies which resulted in bad crunching at the end. I learned that it is much better to scope lower and add things if needed rather than cutting.


The Team

Leveldesigners: Kevin Osgyan,   Daniel Svahn

Artists: Elsa Varland,   Dennis Holmgren,   André Rondahl 

Programmers: Mattias Blomgren,   Emil Hylén Stuparich,   Flovin Michaelsen,   Martin Ström 


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Mayday

Summary:

You as the mechanic wake up from cryosleep as your ship is hit by an asteroid. It is up to you to repair the ship and continue your journey.


Specification:
Genre: Point & Click, Puzzle.
Development: Created in 8 weeks halftime (4hrs/day)
Engine: Löve

My Contributions:

Gamedesign:
Me and my fellow leveldesigner documented how different mechanics would work like inventory and controls.


Leveldesign:
I made a basic layout of the ship in where the game is taking place and where each item would be placed and how it would help the player progress.


Puzzledesign:
I has helping out creating the puzzles and played with ideas back and forth with my co-worker. Once we settled on an idea I would illustrate them with descriptions.


Closing thoughts:
Since this was my first project, I learned a lot about group dynamics and how everything is actually put together. Prior to this I had no idea what programmers did more than "making things work"

The Team

Leveldesigners: Kevin Osgyan,   Hannes Bensryd

Artists: Elsa Varland,   Timothy Karlsson,   Andreas Cramer

Programmers: Mattias Blomgren,   Lucas Hull,   Oliver Nyholm,   Eric Hildebrand,
Robin Ericsson