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Games

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RAM


Nov - Dec 2022
Role: Producer & Narrative Design


Also: 2D VFX Art, Post-processing 
Production time: 5 weeks
Team size: 60+
Engine: Unity

Worked as producer for a team of app. 65 students during a 5 week Game Lab. 

Main takeaways:
- Cutting content (when, how, what)
- Leadership: guiding teams, support and direction, encouraging responsibility.
- Large teams: keeping track of multiple tasks, scheduling meetings, making sure teams had solid leads, information flow, etc.
- Post-Processing in Unity
- VFX

DUSTBORN
(Red Thread Games AS)

Jan - August 2024
Role: Game Designer


Worked on the polish phase of Dustborn.
Animation implementation, debugging, logic, staging, cameras, translation etc.


Release date: August 20


(Previously QA Sept - Dec 2023)

Available on Steam, Playstation and Xbox

Click to play

DISCONNECTED


April 2023
Role: Game Design


Also: F2P, Soundtrack, Tiles

Production time: 10 weeks
Team size: 3
Engine: Unity

Porting assignment of existing 2D game to Android. No changes to universe or title, but all art assets were created from scratch, new gameplay model and added F2P-model (part of assignment). 

Main takeaways:
- Porting to app
- Reworking existing game
- Monetization

- Android game


Prototypes & Work In Progress

MIST: Below


Oct 2023 - Dec 2023
Role: Creative Director, Game Designer, Art Director


Production time: 2 months
Team size: 5
Engine: Unreal Engine 5.3

A 3rd person puzzle-platformer adventure, where the player uses their bond to a gadget as main mechanic.

Takeaway:
- Stylized minimalism
- Tech art
- Designing puzzle mechanics
- Not losing sight of core


Flightless


May - June 2032
Role: Scrum Master, art direction, 


Production time: 5 weeks
Team size: 6
Engine: Unreal Engine 5.1.1

A proof of concept on the theme "Games for Change". A game about loss through loss of game mechanics.

Takeaway:
- Unreal Engine 5
- Agile workprocess 

- Optimization
- Conforming creativity 



Detective Bull and the Sandhouse Train

April 2023 
Role: System Designer, Artist, Game Designer, Creative Director


Production time: 3 weeks
Team size: 2
Engine: Unity

A prototype for system design based on suspicion level (see State Flowchart under Documents).
Guards and NPC's react to the player stealing objects or wearing items with wrong class level.

Takeaway:
- System Design
- State Flowcharts
- 3D-modeling
- Systemic Game Designs

(Currently on hold, playable demo release in the future)

Edvard Paints the World


April 2023 
Role: Creative Director, Game Designer, Art Director, 3D modeling


Production time: 3 days
Team size: 3
Engine: Unity

A prototype for a game jam on the theme MUNCH. 
Currently under development.

Takeaway:
- 3D modeling (Blender)
- Restricting theme (Munch)
 - Limited time
- Shader Graphs in Unity



Click to play

I Don't Have a Ticket


April 2023
Role: Game Design & Pixel Art


Production time: 6 hours
Team size: 4
Engine: Unity

A prototype created on a 6 hour train ride without internet connection. 

Takeaway:
- Quick process
- Hard restrains (limited time, no internet)
- Scoping
- Team workflow

DOCUMENTS

Examples of document deliveries

UI Flowchart


A UI Flowchart of the menus in Dragon Age: Inquisition.

Part of an exam in System Design.

Click to see enlarged document.

State machine flowchart


System design state flowchart for NPC's in a stealth/mystery game.

Part of a System Design Document for a game currently in production, click on picture to read the SDD.


Project: Detective Bull and the Sand House Train

Currently in production.

GANTT-chart


1/3 of a GANTT-chart for a 60-people production.
Click to see the entire chart.

Project: The Janitor's Tale (Pre-prod assignment, not in production as for now)

MISCELLANEOUS
Sketches, maps, models, block-out, renders and other game-related work

Still shot


Scene set up using sequencer in Unreal Engine 5, inspired by "The Little Match Girl".

Game Logo


Logo and Cover Art for the game "MIST: Below"

Concept sketch


Concept for simplistic art style and NPC demonstration in "Detective Bull and the Sand House Train".

Level Design sketch


Quick sketch for a short level in "Flightless", currently in production.

Level Design sketch


Map for a level in "Janitor's Tale". Part of an LDD for a Level Design exam. 

Click picture to read the LDD. 

Character Model


Lowpoly character model in Blender for "Edvard paints the world". Rigged in Blender, animated with Mixamo.

 

Building blockout


Quick building blockout from reference using Blender

 

Blockouts


Quick blockouts in Unreal Engine, only using shapes and modeling tool in Unreal Engine 5.