Dive into my world of game projects. This page is a window into the games I've worked on, where creativity meets play.
Roboleon is a story-driven, humorous, and subtly dystopian Platformer Puzzle Adventure game. It focuses on a playful movement system, a physics-based character design, and puzzle-solving.
You play as Roboleon, a fallback maintenance robot aboard an alien spaceship, who is trying to help save its creators after the ship is struck by an asteroid.
Role: Art director & character controller designer
Year: 2022
Team Size: 16
Development time: 7 weeks
As the art director for "Roboleon," I delved into the heart of the game's storyworld, crafting the detailed and immersive setting of the aliens' mothership and environment. Drawing inspiration from the concept of a reptilian alien race, I shaped a world rich with unspoken narratives and visual depth, ensuring players feel the presence of these beings despite never encountering them directly in gameplay. This approach added layers of intrigue and mystery, enriching the overall experience without the need for direct interaction.
Click on the images for further info.
I consider the game feel to be a crucial part of the art of the game. Since the design of the robot was heavily affected by the way it was going to be controlled, I programmed the early prototype of the physics-based character controller using Unity's Visual Scripting and configurable joints.
This allowed me to develop the character in a relatively short amount of time, while reaching the final design with very few iterations.
Some more in-game screenshots and concept art.
NEUMANN is a 3D sandbox space game that immerses players in the role of a terraforming probe, pioneering new worlds across the cosmos.
The main goal is to terraform barren worlds, engineer new lifeforms, create new ecosystems and observe them evolving.
Started as a solo project, I am now seeking investors to develop the prototype into a full-fledged game.
Role: Creative director & programmer
Year: 2024
Team Size: 4
Development time: ongoing
Neumann is a game project that started in 2022 with my thesis work for the Visual Game Design Master course at the Royal Danish Academy, "Orbital". The original idea involved experimenting with the representation of realistic space flight in sci-fi games. Taking this work to the next level, Neumann aims at exploring different scientific principles, such as evolution, natural selection, and gravity, and translating them into an immersive gamified experience.
For my thesis project, I made a space flight prototype that portrays space flight in a realistic manner. Focusing on UI and controls, the prototype allows the player to freely explore a procedurally generated solar system.
In 2024, I will be further developing the project, focusing in the art style and game mechanics.
Click on the images for more info.
Developed as a prototype during the Game and Media Design course at KADK in Copenhagen, Shopping Drift offers a unique blend of split-screen multiplayer mayhem and PVE action. Players must navigate aisles, dodge obstacles, and battle opponents to secure the best deals and emerge victorious as the ultimate shopper!
Role: Solo project
Year: 2021
Team Size: 1
Development time: 3 weeks
Future Development
The current prototype of Shopping Drift showcases the core gameplay mechanics and serves as a foundation for further development. Future plans include:
In Shopping Drift, players race through a dynamically generated supermarket, navigating through different sections such as veggies, dry food, sweets, and beverages. Each player receives a list of four items to find and collect at each round, aiming to save money by locating products with discounts. The game features destructible environments, allowing players to wreak havoc by destroying products and shelves.
“Enter the stage of an eerie puppet theatre, and harvest the souls of led astray dolls by fighting them with physical controls that mimic the tangible trickiness of controlling a stringed real-life puppet.”
Role: Art director
Year: 2022
Team Size: 17
Development time: 1 week
I worked on this game as an art director during the DADIU 2022 program. I also coded the character controller with the purpose of achieving the game feel of controlling a string puppet.
For the art of the game, I wanted to recreate a puppet show theater set, with and unsettling and mysterious feeling to it. All the props are interactable and they look like they were hand made by the puppet master with paper and cardboard.
For this unique humorous game, we brought to life a depressed robot navigating an online shop warehouse, searching for items, and facing the passive-aggressive instructions of the boss. With its physics-based and purposely wonky controls, this 5-day creation from the DADIU program offers a fun twist on the dystopian reality of capitalist extremism.
Role: Art director
Year: 2022
Team Size: 17
Development time: 6 days
I worked on this game as an art director during the DADIU 2022 program. It was the second project that our team took on, and we decided to develop the puppet show's physics-based character controller with a more humorous approach.
"Totally Accurate Warehouse Simulator" is designed as a satirical commentary on rampant consumerism and the overwhelming influence of branding. The game sets a striking contrast by situating gameplay within an ancient Victorian-style warehouse juxtaposed against the vibrant, modern hues of the brand's color scheme. The products within the game appear outdated and trivial, underscoring the critique of online shopping's focus on quantity over quality—highlighting the absurdity of consumption for consumption's sake.
Step into "NecroDancer," a game where humor meets the macabre in an unforgettable dance-off with the dead, powered by cutting-edge motion capture from the Danish Dance Theater's finest. Begin in a spooky cemetery, and dance your way through an evolving rave, reviving the deceased to learn new moves and light up the night in a spectral disco unlike any other.
Role: Art director, mocap artist and animator, programmer
Year: 2021
Team Size: 5
Development time: 5 days
I worked on this game for an assignment using motion capture technology as part of the Visual Game & Media Design Master's program at the Royal Danish Academy in Copenhagen.
We collaborated with dancers from the Danish Dance Theater to generate the game's animations through motion capture technology and Rokoko suits.
Inspired by the Kessler syndrome, this 3-day project explores orbital mechanics and trajectory predictions. Take on the mission to clean up a tiny planet's orbit, using Newtonian physics-based controls to collect and de-orbit debris while managing fuel and landing challenges.
Role: Solo project
Year: 2022
Team Size: 1
Development time: 3 days
With this project, I started experimenting with physics-based flight controls, gravity and Newtonian flight.
A project that makes use of VR and Arduino, the user can interact with five physical knobs that regulate the amount of five dopamine-inducing human feelings, affecting the environment.
Inspired by the ongoing ecological disaster brought to Australia by stray cats, this gore shoot'em'all style game was made for a Game Jam in Copenhagen in 2021.
I worked as an art director for this dystopian post-apocalyptic game prototype, where the player explores the city of Copenhagen after it's been reclaimed by nature for decades.
Inspired by Wes Anderson's work, Albert's in Trouble is a puzzle-game where the player has to outrun his girlfriend's husband and escape the hotel, while avoiding being spotted by the staff and other customers.
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