
GROUP PROJECTS
SLIME & DIME

DETAILS:
ENGINE: UE5
TEAMSIZE: 3
DURATION: 48h
GAMEJAM
This project was created during a 48-hour game jam hosted by my school, centered around the theme of "Combination." The game challenges players to combine slimes to form larger ones and earning the highest amount of points possible withing a time-limit.
Game: https://emilbw.itch.io/slime-and-dime
MY CONTRIBUTION
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Game-design
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creating 3d-models
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blocking out the level
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setdressing the level




WANTED DEAD & ALIVE

DETAILS:
ENGINE: Unity
TEAMSIZE: 13
DURATION: 6 weeks
This was a runner-style game where the player is confined to three lanes and must jump or slide to avoid obstacles. It marked my first group project during school, providing valuable experience in team collaboration and game design.
MY CONTRIBUTIONS
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Game design
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Blockout of levels
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setdressing of levels
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game-balance
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playtesting



OUTFOXED

DETAILS:
ENGINE: Unity
TEAMSIZE: 15
DURATION: 6 weeks
This is a tile-based puzzle game where time only progresses as the player moves. It draws inspiration from Lara Croft: GO, offering puzzles that require careful planning and pattern recognition.
MY CONTRIBUTIONS
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Game design
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Blockout of levels
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setdressing of the playarea
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game-balance
This project presented a unique challenge, as the game wasn't playable until late in development. As a result, most of the puzzles and levels were designed on paper and playtested using real-world objects. It was a one-of-a-kind experience, and I'm proud of how it turned out given the circumstances.



FALLEN STAR

DETAILS:
ENGINE: TGE (school engine)
TEAMSIZE: 13
DURATION: 12 weeks
This is a platformer inspired by the movement mechanics of Ori and the Blind Forest. While the game follows a linear progression rather than a Metroidvania structure, it features several unlockable abilities that enhance the player's mobility.

MY CONTRIBUTIONS
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Game design
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Blockout of one level
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Setdressing of the level
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playtesting movement and gamefeel


LANDFISK

DETAILS:
ENGINE: Unity
TEAMSIZE: 13
DURATION: 8 weeks
STORY
This is a top-down, Zelda-like game inspired by Tunic. It features exploration, puzzle-solving, and combat mechanics that draw heavily from the design philosophy of that game.
MY CONTRIBUTIONS
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Game design
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Blockout of one level
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Setdressing of the level
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playtesting movement and gamefeel
One unique challenge this game presented was incorporating the backtracking elements of Tunic while maintaining a linear progression. We addressed this by designing each level be revisit-able. Some levels feature blocked-off areas that players can only access once they acquire the right tool.



More coming soon.