Game Projects
These are all the full game experiences I have made during my time at TGA. They were created in tight cooperation with other level design, graphics and programing students. They were also created using a mix of Unity, Unreal, TGE, TGA's bare bones internal game engine, and even an engine built from scratch by our teams programers called Fraktal Oktav. All of these projects have thought me a lot about the process of game development and how to solve the problems that can and will appear.
Viking Rush
Relfections
My first game at TGA was an incredibly fun experience that challenged what I knew about game development and teamwork. in the end I'm very happy with the level and I know it will hold a special place in my heart as the first real step in my game development career.​ We spiced up the formula of geometry dash with a level that also plays backwards for the crazy reveal and the challenge of designing two way levels
Project Details​
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Reference game: Geometry Dash
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Team of 12 people
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6 weeks of halftime
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Developed in Unity
Contributions
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Designed Final level
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Game design of additional features
Tale of Nether Oakfield
Reflections
As the assignment was a puzzle game that I knew I had little experience within I got to draw a lot of inspiration and help from my fellow designer Erik I also tried to help with as much of the production I could to smooth out the process. I learnt a lot about what kind of games I want to make and how much fun producing can be.​ We chose an eldritch theme for our game because it pairs really well with puzzles and mental challenges.
​Project Details
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Reference game: Lara Croft Go
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Team of 11 people
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6 weeks of halftime
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Developed in Unity
Contributions
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Level Design
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Game Design
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Producing
Exposé
Reflections
For the inaugural game of year 2, we embarked on the Fraktal Oktav. Operating within a scratch-built game engine posed a significant challenge, preventing extensive game testing during production. To address this, level designers created a prototype in Unreal Engine, a practice we maintained for future projects. Tasked with crafting a game set in a 1940s lab, we opted for a dystopian future scenario involving vampirism testing, chosen for its impactful reveal.
Details
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Reference Game: Legend of Grimrock
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Team of 13 people
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4 weeks of halftime
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Level designed in Unity and Exported to Fraktal Oktav
Contributions
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Level Design
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Narrative
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Level Art
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Prototyping
Gaia
Reflections
As the first project in TGE a major challenge was how to export all game objects correctly from Unity, where we built the actuall level when we couldn't properly see how things would appear in game for chunk of time. My level was based around having a good rythm, letting each jump flow into the next one. The closest I will ever come to making music.
Details
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Reference Game: Super Mario Brothers
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Team of 11 people
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11 weeks of halftime
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Levels Designed in Unity and exported to TGE
Contributions
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Level Design
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Narrative
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Level Art
The First Fire
Reflections
I tried taking a less central role in this project and focusing more on just making levels. Turns out I want really like responsibility and involvement. So while I didn't have a lot of fun this project I learned a lot. The game itself was a top down adventure game. We chose to make a puzzle game because we figured we could reuse a lot of mechanics, it turns out puzzles need all pieces to work so we spent a lot of time waiting for mechanics to get done.
Details
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Reference Game: Crosscode
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Team of 11 people
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8 weeks of halftime
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Levels Designed in Unity and exported to TGE
Contributions
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Level Design
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Puzzle Design
The Negotiators
Reflections
This game is still in progress but rest assured this page will be updated as we get closer to completion ​
Details
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Reference Game: Robo Quest
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Team of 11 people
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15 weeks of halftime
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Levels Designed in Unity and exported to Fraktal Oktav
Contributions​​
Project 8
Reflections
This game is not yet started but rest assured this page will be updated when it is​
Details​
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Reference Game:
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Team of 11 people
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___weeks of fulltime
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Levels Designed____
Contributions​