Games 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.

TGA YEAR 2 - QUANTUM GAMES

In the second year of The Game Assembly we're put into permanent groups.

I am glad to have the opportunity to work with so many great people! Below is a list of my awesome teammates:

Artists

| Ted Flodman Söderberg | Magnus Quach | Henrik Giang | Johan Ernstsson |

Programmers

| Oscar Öhrn | Marcus Stein | Oliver Anderssen |Johan Anderdahl

Level designers  

| Carl-henrik Andersson | Fredrik Sjö |

Technical Artists

| Peter Hamlin |


- Project Seven -

Project Seven is a 3D First Person Shooter, made by students at The Game Assembly.

Main contributions:

  • Lighting
    -I did the placement of all lights. As our engine did not support light bouncing, I tried to make it look as it did by faking it. The number of shadow casting lights were only four for the whole game. These four lights were placed where they would make the greatest impact.
  • Dressing
    - In this project, I dressed one out of seven levels.
  • The environment kit
    -I created a modular kit that I tried to make as versatile as possible, with as few parts as possible.
  • The creation of the props
    - To make a more living world I created some props that could be placed all over the levels.
  • Texturing of kits & props.
    - I textured everything except the player in this game.
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-- I did the light pass over the dressed levels. Magnus Quach was responsible for the Dressing pass and Henrik Giang for the Decal pass. --

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- RoboReboot -

RoboReboot is a 3D top down action shooter, made by students at The Game Assembly.

Main contributions:

  • The environment kit
    - I created a modular kit that I tried to make as versatile as possible, with as few parts as possible.
  • The creation of the props
    - To make a more living world I created some props that could be placed all over the levels.
  • Texturing of kits & props.
    - I textured everything except player and enemies in the game. I made a smart material in Substance Painter with the combination of Substance Designer.
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I created a system with Substance painter and Substance Designer that helped us get textures on all our models fast. After the first texturing pass it was easy to modify it to make it more unique.

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-- My environment kit used for dressing. Dressing done by Magnus Quach --


- Jetburst -

Jetburst is a 3D Racing game with 6 degrees of freedom, made by students at The Game Assembly.

Main contributions:

  • The building-kit.
    - I made a kit where I tried to make everything modular and fit together.
  • Texturing of assets
    - I created a "space-Hull" material that I used to texture all the pieces. With some controls I exposed in Substance Designer it was easy to make every part unique in Substance Painter.
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TGA YEAR 1 -  MIXED TEAMS

The first year at TGA, we swapped teams every 10 weeks. The following games were games I worked on, but with different teams.


- RiverBoat Miner -

RiverBoat Miner is a 2D Top down adventure game, made by students at The Game Assembly.

Main contributions:

  • All the tilesets for the world
    - In this project, I made the world tileset for Level Designers to use. This tileset was made to work with Tiled, an editor we used for this project.
  • Props
    - I painted some of the props.
  • Optimations of textures
    - I resized and optimized our spreadsheets.
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- Chameleon -

Chameleon is a 2D platformer, made by students at The Game Assembly.

Main contributions:

  • Animation on main character
    - In this project I learned Spriter to do animations in.
  • Dressing
    - I dressed our entire game.
  • Some few props
    - I created some rocks that were used for the whole game.
  • Export of props
    - These early projects exporting and verifying quality and size was a big hassle. 
  • Optimations of textures
    - Resized all the sprites.


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- FIA -

Fia is a point and click game, made by students at The Game Assembly.

Main contributions:

  • Blockout for paintover
    - This game was our first and it was in 2D, There were people in my group who was a lot better with 2D than me, so I blocked out all our locations in 3D and this was used for paintover.
  • Animation
    - I made the majority of the animations in this game using photoshop and timeline.
  • The whole exporting of assets
    - I fixed all our pictures and made sure that they had the right size.
  • Optimations of the textures
    - Resized and cropped our spirtes.
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