Group Projects
Group projects made during studying at The Game Assembly
Projekt 7 - Art of The Dead
Genre: FPS
Timeframe: 16 Weeks, 50%
Engine: FraktalOktav 2.0
Summary:
Hoard wave-based FPS set in an art museum at night,
where statues come to life and attack. The goal is to survive as long as possible using various weapons.
My Contributions
Resetting Functionality - Implemented a system to ensure all game states reset properly when returning to the main menu.
Weapons - Developed the WeaponFactory, WeaponComponent, and Weapon class to manage weapon creation and behavior.
Player – Handled weapon usage, health regeneration mechanics.
Components – Created reusable HealthComponent and WeaponComponent, both used by players and enemies.
Sound – Integrated FMOD to implement 2D, 3D and ambient sounds. Fixed an existing SoundManager from a senior to work within our project. Developed a SoundHandler to act as a bridge between FMOD and our engine.
ImGui Tools – Built tools early in development to help other team members visualize and modify weapon stats. Also created a tool for monitoring player attributes like health, regeneration, and credits before UI implementation
Coming Soon
Projekt 6 - Heart of the Factory
Genre: Top-Down RPG
Timeframe: 13 Weeks, 50%
Engine: SugarMuffine Engine
Summary:
Diablo inspired rpg,
My Contributions
Abilities - Created abilities 6 abilities that inherits from a AbilityComponent, that keep tracks on the objects cooldown, mana and so on.
Player - PlayerController component that handles input, abilities, status etc.
Components – Created reusable XPComponent, HealhtComponent, ManaComponent, inherting from StatusComponent.
PostMaster - Added a Postmaster to handle events in the game
Coming Soon
Projekt 4 - Rocking Rodents
Genre: Top-Down Adventure
Timeframe: 7 Weeks, 50%
Engine: TGE
Summary: Join Rascal, a rebellious rat armed with a guitar, in a high-octane adventure to overthrow the tyrannical Rat King and save his beloved punk bar, Rocking Rodent.(from Itchio).
My Contributions
HUD - Healthbar, icon for objects equipped , lock on and nearest enemy.
Sound - Worked with to get sound with FMOD to the engine. Also worked on a lot of sound editing.
Projekt 3 - BEAST
Genre: Plattformer
Timeframe: 13 Weeks, 50%
Engine: TGE
Summary:
My Contributions
Collision - Worked with Milad Badri to create the first version of the collision system.
Unityexporter & unityloader - Made the base for unityexporter and unityloader script.
Menu - Created a Statestack to handle different menus states and their functionality. Settings, level loading, inGame state and so on.
Cutscene - Worked with Linnea Lager to add a video cutscene to the project.
Projekt 2 - HAIst
Genre: Puzzel
Timeframe: 6 Weeks, 50%
Engine: Unity
Summary:
My Contributions
Player attack - Created a functionality where the player picked up a bone and then raycasted to where you touched on the screen, to see if any obstacles was in the way. Unfortunately this feature did not make it to the end, since I had problem making the bone model fly towards the target position.
Turnsystem - Worked with Thea Nilsson to implement a turnsytem for everything in the game.
Small fixes - Fixing falling animation when player walked on broken tiles. And player starts with idle and can switch between idle and walking.
Projekt 1 - Astro Chase
Genre: Endless runner
Timeframe: 5 Weeks, 50%
Engine: Unity
Summary:
My Contributions
Menu - Worked with menus, by setActive to navigate the different menus.
Icons - Worked with the visibility of UI icons, worked with data from Thea Nilsson buffmanager script.
Collison box for information text - After some feedback from playtest I begun with functionality to show instruction text when colliding with empty objects. This to explain for the player what the different pickups did.
This project was my first ever time working on a game and unity.