Game projects at

"Pirate Space-Penguins have commandeered a lavish Space Cruise ship and stolen your Raven. Grab your Space Guns and exact extreme Space Vengeance while avoiding incoming Space Fire!”


Reference game: “Returnal” (2021)
Genre: Third person action/bullet hell
Engine: Crowsnest
Main contribution: Character/Controls/Camera

Our latest project was born out of our collective love for kitschy action movies and over the top sci-fi. It has resulted in a chaotic, fun and extremly stupid game. I was very involved in developing the concept and I really like the way it’s turning out. It’s also the first project where I feel we scoped (almost) correctly, and I’m hopeful that we actually can get it in before the deadline.

I’ve been in charge of the 3C’s, and since it was the first time we used Nvidia PhysX in our engine, it came with quite a few challenges. I’ve spent a lot of time trying to get the ground check to work properly, especially in slopes, and after adding some extra ray casts it now works as intended (most of the time…). I’ve also put a lot of love into the camera. It orbits around the player and if there are objects that would obscure the view, it automatically adjusts its’ position.

We have gotten very positive feedback on how it feels to play the game, and I feel really good about my contributions.

"The king is starving - Use your favourite chess moves to find a way to satisfy his undying hunger”


Reference game: “Golf Peaks” (2018)
Genre: Mobil puzzle game
Engine: Unity
Main contribution: In-game UI, Card mechanics

Delichess was the second game I was involved in making at TGA, and it holds a very special place in my heart. We were a great team and had so much fun developing it. The game turned out really nice, and went on to win Best Mobil Game at the The Rookies.

I was responsible for the in-game UI (the cards), making sure they behaved correctly and were presented in a nice way. I also made a system for the level designers so that they easily could choose what cards should be in each level.

"As Fireborn, you are immune to the frost curse that has taken hold of the northern mountain. Slash, dash and burn your way through the corrupted masses to find and defeat the evil from the ancient past of giants.”


Reference game: “Diablo III” (2012)
Genre: Action RPG
Engine: Crowsnest
Main contribution: Character/Controls/Camera, NavMesh, UI

In this project we had to implement a NavMesh, as the player moves by clicking on the map. That task landed on my friend Johan and me, and it was quite the puzzle. We had to get access to all of the meshes in a level, find out which ones were walkable, make a system that automatically merged sections that weren’t perfectly aligned and finally make it so that the player followed the height of the map. When we got it working after a couple of weeks of work, it felt like such a victory. It' still has it’s quirks, but is’t serviceable and I learned a lot working on it.

The game is not yet finished due to pretty massive overscope, but mechanically it’s more or less done.

"Good job, you’ve infiltrated the enemy lab! Now scour the place for clues by inspecting the equipment - decode the hidden message and deliver it before they catch up!”


In our second year at TGA, the teams stay the same and we make our games in an engine we build ourselves . The first project with the new team wasn’t so much a game as a glorified tech demo to get our engine in working order.

I implemented point- and spotlights as well as shadows, and started working on a level importer as the level designers built it in Unreal. We soon hit a major speed bump in this process as we couldn’t get the rotations imported correctly, and our entire class was stuck on the same conundrum for about two weeks. That didn’t leave much time for finishing touches and the game is pretty rough. It was a good lesson in how important a working pipeline really is, and how much a non functional one can derail a project.

Reference game: “The Room IV : Old Sins” (2018)
Genre: Puzzle
Engine: Crowsnest
Main contribution: Lights, shadows, level importer

“Throw your head at scary bats, Talk with quirky ghosts, and save the 5000-year old theme park as the only Zombie employee left”


This was a shorter project at the end of our first year, and the first game where I was in charge of the 3c’s. I took it very seriously and studied the metrics of Titan Souls very carefully to approximate them as good as I could. The most challenging part was getting the aim indicator to behave correctly and tweaking the amount of force you throw your head with, but all in all I think it turned out quite nice.

Reference game: “Titan Souls” (2015)
Genre: Action/Adventure
Engine: TGE
Main contribution: Character/Controls/Camera

"The tomtes farmer is dying! Jump, slash and dash through dangers in the swedish landscape, to receive the cure from the good Grandmother troll”


Reference game: “Hollow Knight” (2017)
Genre: 2D Action Platformer
Engine: TGE
Main contribution: Camera, UI, particle system

Hollow Knight is one of my all time favorite games, and it was so much fun to design our own version of it. Sadly, we overscoped by a couple of hundred hours, and it didn’t help that this was the first game we made using TGE, the school’s in-house game engine which took some getting used to. Thus, it remains in a miserable half finished state.

I made the camera follow system with smooth dampening and controls for the level designers to offset it further in certain areas. I also made a state machine controlled UI system that controlled all states in the game. Finally, I implemented a particle system I had built in a individual course into the game, which allowed anyone to add particles where they wanted.

"A hungry hedgehog is chasing you! Hurry home with your leek through the grasslands and fields. Will you eat or be eaten?”


Reference game: “Temple Run” (2011)
Genre: Endless Runner
Engine: Unity
Main contribution: Not much, to be honest

As this was my first game project ever, I spent most of my time familiarizing myself with Unity and C#. I made some magpies fly in and attack the player, but other than that I mostly helped the level designers place triggers and barriers as they were short on “staff”.