Audio Programmer
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Game Projects at FutureGames

Game projects made at Futuregames in Stockholm

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The Owlchemist: Mire of Malice

The Owlchemist: Mire of Malice is a game developed during a 7 week period at FutureGames in Stockholm. It’s a survival-RPG game for the PC where the player takes the role of the Owlchemist. The game features classic mechanics from both the survival- and RPG-genre such as active story telling and progression as well as crafting, resource handling, combat and quests.

My role during the development:
- Lead programmer and coordinator between the programmer team, the designer team and the artists.
- Development of procedural navigation mesh generation.
- Navigation systems.
- AI development.
- Movement controller.
- Animation event handler.
- Development tools for the designers.

The programming team’s focus was on all the systems within the game, excluding sound. We also implemented animations the artists made, animation events, AI, procedural navigation mesh generation, crafting systems, shader- and vfx-handling systems, our own ECS system which handled the whole game, the level streaming, development tools programming, movement systems and UI + UI functionality.

The game was submitted to the Swedish Game Awards for the category of the runner-ups as well as the GDC. Further development might come depending on the reception of the title.


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Octorush

Octorush is a game developed during 2 weeks at FutureGames in Stockholm 2019 during the game project 2 course. It’s a time-attack 3D platformer where physics manipulation and user experience was heavily emphasized by the programmer team.

My role during the development:
- Lead programmer and coordinator between the programmer team and the game design team.
- Development of the human interaction systems.
- Camera development.
- Character systems and movement controller.
- UX programming together with the technical designer.

The user experience was something I was particularly invested in as we didn’t have very much time for the development of the final product, but we as a team wanted a smooth and interactive experience which felt as good as it possibly could.

The game was submitted to the Swedish Game Awards for the category of the runner-ups as well as the GDC. Further development might come depending on the reception of the title.


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Blockit

Blockit is a mash-up between the classic game Tetris, the brawler genre and puzzle games. The game was developed during a 3 week period on a 6-man team with 2 2D artists, 2 game designers and 2 programmers.

2 players are pit against each other with the goal of building the tallest tower with the randomized blocks given. In order to secure the victory both players can combine certain power-up- and energy blocks with different abilities to stagger the progress of the opponent before the timer runs out.

My role during the project:
- Tools development for the designers.
- Game physics.
- Gameplay, power-ups.
- Engine layering and object recognition systems.

The game was submitted to itch.io and can be played over your internet browser.

Link to Blockit