Game Projects

Below is a list of games I've been involved in.

Games made at The Game Assembly are made at 50/50 split between schoolwork and projects.

Perkele Saatana

Perkele Saatana was our second project at The Game assembly. Its a Shoot em up set during the early stages of WW2. Its about a finnish fighter pilot during the winter war who must pilot his experimental aircraft and push back the Red Madman of the east.  

Level Designers

Hannes Bensryd | Daniel Svahn

Programmers

Oliver Nyholm | Kasper Andersson Brandt | Flovin Michaelsen | Fredrik Bladh

Graphical Artists 

Henrik Andersson | Dennis Praetorius Holmgren | Andras Cramer

Responsibilitys

Game Design | Level Design: Level 1, Level 2, Level 3 | Playtesting

Specifications and tools

Reference Game: R-Type | Shoot Em Up | Created in 8 weeks, half-time | Game Engine: TGA2D

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Gunbritt

Level Designers

Daniel Svahn | Kevin Osgyan | Carl Palm

Progammers

Oliver Nyholm | Sedin Mesic | Flovin Michaelsen | Emil Hylén Stuparich De La Barra | Fredrik Bladh | Sebastian Grape | 

Graphical Artists

André Rondahl | Adam Karlsson | Ludvig Olsson | Manne Westermark

Technical Artists

Charles Wänéus | Adrian Björkerud

Responsibilitys

Game Design | Level Design: Level 1 and Level 3 | Playtesting

Specifications and tools

Reference Game: Prey | First Person Game | Created in 10 weeks, half-time | Game Engine: Yellowsnow Engine

Raggarök

Level Designers

Daniel Svahn | Kevin Osgyan | Carl Palm

Progammers

Oliver Nyholm | Sedin Mesic | Flovin Michaelsen | Emil Hylén Stuparich De La Barra | Fredrik Bladh | Sebastian Grape | 

Graphical Artists

André Rondahl | Adam Karlsson | Ludvig Olsson | Manne Westermark

Technical Artists

Charles Wänéus | Adrian Björkerud

Responsibilitys

Game Design | Level Design: Level 2 | Playtesting

Specifications and tools

Reference Game: Battlefront II | Space Shooter | Created in 10 weeks, half-time | Game Engine: Yellowsnow Engine

Iki And The Owl Of Blight 

Level Designers

Kevin Osgyan | Daniel Svahn

Programmers

Mattias Blomberg Sköld | Martin Ström |Flovin Michaelsen | Emil Hylén Stuparich De La Barra

Graphical Artists

André Rondah | Dennis Praetorius Holmgren | Elsa Varland

Responsibilitys

Game Design | Level Design | Playtesting

Specifications and tools

Reference Game: Ori And The Blind Forest | 2D Platformer | Created in 8 weeks, half-time | Game Engine: TGA2D

Spite: Ragnars Mjöd

Level Designers

Daniel Svahn | Kevin Osgyan | Carl Palm

Programmers

Oliver Nyholm | Sedin Mesic | Flovin Michaelsen | Emil Hylén Stuparich De La Barra | Fredrik Bladh | Sebastian Grape

Graphical Artists

André Rondahl | Adam Karlsson | Ludvig Olsson | Manne Westermark

Technical Artists

Charles Wänéus | Adrian Björkerud

Responsibilitys

Game Design | Level Design: Level 3 and Level 4 | Playtesting

Specifications and tools

Reference Game: DIablo 3 | RTS / Top down | Created in 10 weeks, half-time | Game Engine: Yellowsnow Engine


Spacescape: Conundrum

Level Designers

Daniel Svahn | Jesper Börjesson

Programmers

Henrik Jönsson | Mattias Ringström | Flovin Michaelsen | Alexander Aschan

Graphical Artists

Olof Eneroth | Ludvig Olsson | Dennis P Holmgren | Adam Karlsson

Responsibilitys

Game Design | 3D modelling | Level Design | Playtesting

Specifications and tools

Reference Game: Don’t Escape 3 | Point and click | Created in 8 weeks, half-time | Game Engine: TGA2D

Shadowfall

Level Designers

Daniel Svahn | Vera Pedersen

Programmers

Mattias Lundgren Andersson | Henrik Jönsson | Emma Göransson | Lukas Hull | Axel Hornay

Graphical Artists

Ruben Dahlstrand | Timothy Karlsson | Dennis Praetorius Holmgren

Responsibilitys

Game Design | Level Design | Playtesting

Specifications and tools

Reference Game: Zelda A Link To The Past / Darkwood | Adventure / Top down | Created in 8 weeks, half-time | Game Engine: TGA2D