Educational Group Projects

  • Genre: 3D platformer
  • Reference game: Crash Bandicoot
  • Development time: 8 weeks (8h / day)
  • Game Engine: Cobra (Inhouse game engine)

Snail la Vie was my eigth and final educational game project I worked on during my time at TGA Sthlm. My tasks during this project to create the game design we wanted for our project from our reference game. Creating a blockout level that would serve as a reference level for how we wanted to create the levels in our own game engine. Together with the grafics and art team bring forth a level theme and structure for the final art of the game. Creating two interesting late game levels with challenging obstacles and various progression routes and hidden areas toward the goal. 

  • Genre: First Person Shooter
  • Reference game: Halo series
  • Development time: 14 weeks (4h / day)
  • Game Engine: Cobra (Inhouse game engine)

RoboCobra was my seventh educational game project I worked on during my time at TGA Sthlm. My tasks during this project was to create an overall level structure for the whole gameplay, which later was divided into sub levels that each level designer of the group took responsibility for. My main focus in the project was to create blockout assests so the level design team could blockout our levels early during the development, that would be translated into final assets later. I also worked on the final lighting design on the majority of all levels, together with the art and grafics team. 

  • Genre: Action role-playing, hack and slash
  • Reference game: Diablo series
  • Development time: 14 weeks (4h / day)
  • Game Engine: Cobra (Inhouse game engine) & Unity

Buddhetti was my sixth educational game project I worked on during my time at TGA Sthlm. My tasks during this project was to create a level with an underground environment for the second part of our game. I worked close with the environment art team on this project to create a structure for the environment assets that would fit the time schedule and work for all the levels we had in the game.  

  • Genre: Platformer
  • Reference game: Celeste
  • Develpoment time: 8 weeks (4h / day)
  • Game Engine: Unity

Ouroboros was my fourth educational game project I worked on during my time at TGA Sthlm. My tasks during this project was to work with the game design that we wanted from the reference game and the behaviour of our main characters locomotion and abilities. I also created one level with focus on progressive platforming challenges, with narrow passages and environmental hazards. 

  • Genre: Shoot-em-up
  • Reference game: Ikaruga
  • Development time: 8 weeks (4h / day)
  • Game Engine: Unity

Purgastory was my third educational game project I worked on during my time at TGA Sthlm. My tasks during this project was together with the assigned persons for gamedesign, bring forward the general gameplay design from our reference game that we wanted. I was also working with creating two levels with interesting enemy movements, bullet patterns, and progressive level difficulty.  

  • Genre: Endless runner
  • Reference game: Breakneck
  • Development time: 6 weeks (3h / day)
  • Game Engine: Unity

MarsOne was my first educational game project I worked on during my time at TGA Sthlm. My task was to create two levels with various segments that would be connected and generated randomly during gameplay. 


GameJam+ 2020 

Trash Gobbler was a game I worked on together with two other TGA students for a GameJam I attended in 2020 under the group name TJA (The Jam Assembly).  I was working together to create the game design that we wanted for the theme of the game as well as making interesting levels that would demonstrate all of the games mechanics and what we wanted to achieve with a complete game. 

I also created our main character that was used during the gameplay. A simple 3D model I constructed together in Maya.