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Megalonom

Megalonom was made in, yet again, a new engine. This time around we ended up borrowing Volt, another engine made by one of our neighbouring groups.

In this game you play as a hungry shark, eating anything not nailed down and being an absolute nuiscance to the poor police in the area.

In this project I yet again returned to making an enemy AI, this time based on a state machine I designed. The enemies feature some patrol paths that our level designers could place out and some pathfinding. This was a rare occasion for me to actually juice up the gameplay and I was really happy with the result.

Xenobiotica

XenoBiotica was made with partnership of the LLL engine devs, another group in our year.

During this project I did a lot of things but my main areas are the enemy AI, they both use behaviour tree systems that I built and iterated on during this project.

I also worked a lot in the level generation team, creating a parser that loads in some levels from unreal and translating the data from them into the LLL engine’s own ECS.

Spite - Reckoning of Hunger

Spite - Reckoning of Hunger was made in the engine that we made during our engine course.

I spent this project as the sole programmer for the UI. I spent a lot of time creating buttons and making sure my UI system was easy to use for the Graphical student I was working with. Im most proud of my work on the text system, as I did everything from scratch, excluding the generation of a font texture, as I used MSDFGen for that.

Dead Man’s Debts

Dead Man’s Debts was a doozy, I spent a lot of overtime on this game in order to get a pass. During the project time I was the only programmer working on the enemies. I had a lot of fun with this, as I originally wanted to do gameplay AI and im comfortable with the systems behind it. I remember being extra proud over my enemy system as it was very memory efficient in comparison to other systems I’ve made before.

Outside of project time I spent a lot of my summer vacation patching up level files, debugging some major issues with our collision system along with another programmer and also fixing some bugs on the level loading and player mechanics.

Enclosed

When developing Enclosed I had sole responsibility of creating the player. I worked on creating the controls, mechanics and the general feel. I remember spending a lot of time fine tuning grappling raycasts.

This was the first project made in TGE, TGA’s own 3d engine. Sadly, it was in the middle of a renovation and lots of features were missing from what we usually had, such as a working animation system. Finding workarounds and fixing engine issues was a tricky, but learning experience. Especially without experience with engine code.

Zoe (our knight in shining armour during this project) was the main person responsible for working with engine and the level design team and I think we had good teamwork, which helped a lot.

Pure Corruption

Pure Corruption was our take on a shoot ‘em up. We based it on Ikaruga since our group really liked the idea of switching forms in order to dodge or absorb bullets. This is the first game we made after moving from Unity to TGA’s own 2d engine.

I spent this project working closely with the level design team as I was responsible for parsing their levels from a third party software into our engine. I also worked a lot on the player, implementing the spritesheets for different animations such as movement, death and form switching aswell as all the animations for the boss.

Hungry House

Hungry House is the game I consider to be the best of the projects I’ve been a part of so far. The teamwork was amazing and our end result reflects that, Even sending our team to The Swedish Game Awards in 2022. And also winning the People’s choice award at The Rookies. Which I think is pretty good for a two month project.

I spent the project working on the in game UI, such as the speech bubble on the house and the objective layout on the left. I also spent time working on the pause and main menu.

Icarus : Flight To Olympus

Icarus : Flight To Olympus was the first project I was a part of at TGA. It was a two month project in the Unity engine and I spent most of my time developing obstacles such as the thunderclouds in the sky temple level aswell as the pigeons seen throughout the game.

I also added in most of the VFX and particles you see around the player along with the tutorial text in the beginning of level 1.