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GROUP PROJECTS

SLIME & DIME

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DETAILS:

ENGINE:          UE5​

TEAMSIZE:      3

DURATION:    48h

GAMEJAM

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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

  • Game-design

  • creating 3d-models​

  • blocking out the level

  • setdressing the level​​​​​​

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WANTED DEAD & ALIVE

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DETAILS:

ENGINE:        Unity​

TEAMSIZE:    13

DURATION:   6 weeks

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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

  • Game design

  • Blockout of levels

  • setdressing of levels

  • game-balance

  • playtesting​​​​​​

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OUTFOXED

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DETAILS:

ENGINE:       Unity​

TEAMSIZE:   15

DURATION:  6 weeks

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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

  • Game design

  • Blockout of levels

  • setdressing of the playarea

  • 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.

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FALLEN STAR

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DETAILS:

ENGINE:       TGE  (school engine)​

TEAMSIZE:   13

DURATION:  12 weeks

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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.

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MY CONTRIBUTIONS

  • Game design

  • Blockout of one level

  • Setdressing of the level

  • playtesting movement and gamefeel​​​​​​

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LANDFISK

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DETAILS:

ENGINE:       Unity​

TEAMSIZE:   13

DURATION:  8 weeks

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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

  • Game design

  • Blockout of one level

  • Setdressing of the level

  • 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.

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More coming soon.

I am part of The Game Assembly’s internship program. As per the
agreement between the Games Industry and The Game Assembly, neither
student nor company may be in contact with one another regarding
internships before April 23rd.
Any internship offers can be made on May 5th, at the earliest.

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