CURRENT PROJECT

Towns of Yore

Develop environment: Unreal Engine 5
Languages/libraries: C++

A game currently in development at Yvora Game Studio. Towns of Yore is a cozy city builder controlled in a third person perspective where you get to platform on your created village. All the programming is done by me and 1 other programmer.

Things I am most proud of are the dynamic build system, the environment tech and the platforming.

The dynamic build system makes placed down houses dynamically attach themselves to each other. They feature reactive walls, fences, windows and other decorations. These can all snap to each other and hide/show themselves dynamically. This means you can quickly build a nice looking house with minimal effort. But the player still has the freedom to change details if they wish to do so. I am also proud of the environment tech. After many iterations I have build a pipeline where our artists can place big cubes in Unreal Engine, and get that to a optimized and baked landscape mesh result within 10 minutes using their preferred 3D tool: Blender. I have also designed and build the platforming from the ground up. It is easy to get the hang off, feels great, but is deep enough to make all the walking around interesting. The game’s USP is the third person part of the city builder and I am proud to say that it was the first thing that was finalized and marked as complete in the development.

The steam page and its contents are constantly being updated, so follow the link on the right to see what this project looks like.

COMMERCIAL PROJECTS

Yesterday's News

Develop environment: Unreal Engine 5
Languages/libraries: C++

A gamejam game that we decided to flesh out into a fully fledged commercial project!
It is a multiplayer party game where you create crazy news headlines using words that the players themselves have written.
We worked on this during free time while all having full time jobs. Development was completed after a little over half a year.

I did almost all UI and UX work. During the game jam we used a lot of paper prototyping to get the amount and type of words right to help players make funny headlines without it feeling too restrictive. When developing the commercial project, all the fun was already validated. The only thing I had to focus on was game feel, which was really nice. I also did all of the sound effects in the game which was a lot of fun!

Unexplored 2
Neural Network

Develop environment: .NET, Unity
Languages/libraries: C#, Python, Keras, LudoScope

This is a roguelike game where if you die, the world stays the same and events the player caused will be remembered for the next playthrough.
 
The world and level generation was very advanced but hard to work with for the designer at the studio. A small team which I was a part of helped to experiment with additional tools to help the lead designer make adjustments to the generation system. We ended up making a psuedo code IDE application that helped with scripting the generation and looked into machine learning solutions. Sadly they all ended up not really helping in the end. The project was too far into development to make changes to the level generation input so that it could bridge the gap between programmers and designers. For me personally, it was still really cool to work on 🙂

Bartimeus VR Experience

Develop environment: Unity
Languages/libraries: C#, SteamVR

This is a prototype for a Virtual Reality game designed for visually impaired young adults. Bartimeus, the product owner, is a research facility where rare eye disabilities are researched. Children can experience a lot of stress when getting their eyes researched, so Bartimeus wanted a VR game where children could get familiar with the research equipment to alleviate some of that stress.

I designed and implemented the UX of the program. A requirment was ofcourse that everything should be visually clear and intuitive even if your eyesight is not the best. So we went for a toony pastel shaded world where you perform the examinations on little aliens.

GAME JAMS

Sucky Safari (Winner of GMTK 2024)

Develop environment: Unreal Engine 5
Languages/libraries: C++

A gamejam entry I made with my collegues at Yvora for the GMTK gamejam 2024. The theme was:”Built to scale”.

We ended up being one of the winners of the jam, so top 20 spot among 7627 submissions. I thought up the main idea and mechanics of the game, so I am pretty proud of this result! Funny fact, all the sound effects were made and put in by me in the last 4 hours of development.

Lootbox INC.

Develop environment: Unreal Engine 5
Languages/libraries: C++

Another gamejam entry I made with the same team as Sucky Safari. The theme was:”Roles reversed”. We decided to go for a game where you control a employee at a game company, that controls lootbox results. You have to make sure players keep opening lootboxes for as long as possible, but make sure they do not get to frustrated when they don’t receive any new items.

HOBBY PROJECTS

Golden Touch Engine

Develop environment: C++

This year I also decided to start working on my own c++ based game engine for learning purposes. Whenever I have some free time I like to work on this. I don’t expect to be making any commercial products with it. My goal with the engine is to write my first PBR shading model from scratch.

At the time of writing I achieved my first triangle, and my next objective is implementing the Adobe SDK to load an .FBX file. The Golden Touch Engine repository is located here.