My Projects

Telling you about myself can get across a lot of information, but I think it's equally useful to just sit down and take a look at some of the things I've done. Below is a brief overview of what I've been up to lately: the things that I'm excited to be doing.

Bubble World

Spil Games as a company focused on hosting portals and then producing/acquiring large volumes of small games to generate ad revenue via pre-rolls and mid-rolls. As an attempt to instead generate money via in-app purchases, the World Suite series of games was started. In early 2013 Bubble World was started as the first of this series, for which I initially fixed bugs and prototyped gameplay mechanics until the project had a sizeable amount of content, after which it was transferred to me for maintenance, optimization and expansion.
The game was written in C# and built in Unity. It was exported to Flash.

Magic Solitaire World

In order to decide what kind of games the World Suite series should start with, we looked at the metrics we had available from Spil's portals, and found the most popular genres to be bubble shooters, solitaire games and match-three games. As a result we started a solitaire game later in 2013, which sought to identify itself in the card game genre via core moves : unique mechanics that augment the gameplay, as well as high quality 3D effects and animations. Although initially tropically themed, this became Magic Solitaire World. I solved bugs and aided the Facebook release, after which I maintained and expanded the game.
The game was written in C# and built in Unity. It was exported to Flash.

Fruit Fever World

In early 2013 during development on Bubble World I was prototyping a tropically themed match-three game called Banana Bash. Together with a team of artists and game designers I brought the game all the way from prototype to a release as Fruit Fever World on Zibbo.com in late 2013, and eventually to the big Facebook release in early 2014. Like all World Suite titles the design of both the graphics and the gameplay mechanics was continuously iterated based on playtests and live gameplay metrics.
The game was written in C# and built in Unity. It was exported to Flash.

The Big One

As of 2013 I'm working on a survival horror game called The Intruder. I intend for it to be an auteured game and to take responsibility for everything that's good and bad about it.
It was approved for a commercial release on Steam via Valve's Greenlight program in 2013,
and I have been working on it besides my full-time job, with a release set for late 2014.
All banner images are captured from The Intruder and were rendered in real-time.
The game is based on Valve's Source Engine and written in C++.

Flocking Algorithm

In order to breathe life into the world of The Intruder, I have started a custom implementation of Craig Reynolds' Boid Flocking Algorithm, with my own optimizations and improvements for use in real-time applications like video games. I intend to expand this library with more robust behaviour and finishing touches like an approximation of motion blur, but the core functionality is now already available as open-source software on GitHub.
This demo was written in C# and built in Unity. It was exported for the Unity Web Player.

Team Fortress 2 Mods

As an avid Team Fortress 2 player and aspiring 3D modeller I was excited when unlockable cosmetic items were added to the game. Together with a few friends we started making our own cosmetic items that could be downloaded as replacements or 'mods' for existing cosmetic items. Eventually Valve approached me to oficially include my mods in the game. The revenue sharing agreement we started in 2011 is still generating income for me today.

Unnamed Adventure Game

Before I started working on The Intruder I started working on an adventure game where you get locked in an abandoned weapons manufacturing plant with a giant murdering robot.
You have to collect items and solve puzzles to plot your escape. The project was too big so I put it on hold until I have the resources to complete it. Inspired by Metroid Prime, I intended to split the game into four 'departments', each with their own unique item. All items and the entire 'Security Department' section of the game are at a playable state.