This page covers a range of the projects I've previously worked on.
Commercial releases are games that were released for purchase. Other projects include school projects and other games that didn't see a monetized release.
Release: 2023
Format: iOS
Developed by the Learning Yogi Foundation, Atlas Keeper is an interactive storybook intended to facilitate learning and curiosity in children.
In this project, I was the Lead Game Designer for retention content. This involved short stories as well as minigames.
Release: 2011
Format: Xbox 360
In this colourful twin stick shooter, up to four Spartans invade the suburbian paradise of Candyland. In this project, my main job was to work as an artist.
Release: 2015
Format: PC
A unique racing game where one player takes control over a spacecraft that flies through the environment, leaving a trail of energy in its wake, while the other players race on said road.. In Velocity Stream my main job was that of project manager and designer. However, I also took on some of the art, resulting in me creating a few of the in-game vehicles, as well as all art assets on one level.
Fun trivia: this game was one of four nordic submissions for Dare to be Digital to move on to the second stage of the competition.
Release: 2010
Format: PC, Xbox 360, PS3
A cutesy sidescroller with charming graphics, designed around the guitar controller. Defeat enemies by playing brilliant jams!
During the development of Fret Nice, I was an intern, participating in the QA process. This familiarised me with the TRC/TCR demands for the Xbox 360 and PS3.
Release: 2013
Format: iOS
Lovetender was my first endeavour with Cavelight Entertainment. As such, I managed the production of the game.
Lovetender is a mobile puzzle game where players take on the role of a bartender who pushes shy singles out onto the dance floor so they can meet the love of their life. The game features 30 different puzzles to solve.
Developed: January 2024
Format: PC
A gamejam game created during Global Game Jam 2024 by myself and two talented friends. A prototype for a multiplayer game inspired by Jackbox and Gartic Phone, where players take turns creating a movie concept. Once all players have contributed to eachothers movie ideas, a poster is unveiled
Developed: July 2021
Format: PC
A prototype of a Serious Game intended to teach students how photosynthesis works. The prototype was made entirely by me, including art, design, programming and voice work, over a period of four days.
Developed: In development
Format: PC
A solo project intended to display my skills and my versatility as a game designer, as well as my skills in art and programming.
A third person shooter that pays homage to the games, music and films of the 1990's.
First release: February 2020
Format: PC
An infinite-style casual game where players drift down a procedurally generated mountain for score.
A solo project where I was responsible for design, code and art.
Click the above image for a link to the latest playable version.
Developed: 2016
Format: PC
First envisioned as a gamejam game, Crazy Dozer was then turned into a full game, tributing the fun arcade games of the 90's. In Crazy Dozer, I not only took on the role of a the lead designer, I was also the main artist
Developed: 2015-2016
Format: PC
Developed during my masters studies, this game aims to spread knowledge on the ongoing migrant crisis. The game is a turn-based strategy game where players are put in the shoes of a man who must escape Damascus with his daughter.
Developed: 2013
Format: PC
Created during a gamejam, Explosion man is a stylised runner game. In the game, the player takes on the role of the titular character, Explosion Man, a superhero who explodes whenever he gets in touch with anything in the environment. Pick up milk bottles and cause as much destruction as possible as you traverse the environment. During this project I took on the role of designer, as well as artist.
Developed: 2011
Format: PC
A small hot-seat, turn-based 2D strategy game. During this project, I was a 2D artist as well as doing some limited design work.
Developed: 2010
Format: PC
SiS was an FPS created to evaluate non-narrative methods of telling a story. The game is based on the Source engine and features custom art as well as scripted events. Developed by myself over a period of two months.
Developed: 2008
Format: PC
Fish Fight was the first game I ever worked on. In this project, I was the lead designer. It's a simple deathmatch game for up to four players locally.
Developed: May 2009
Format: PC
A 3D puzzle/platformer game where the player takes control of a babushka doll. Worked as level designer and puzzle designer.