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  SlowMoe  

Level / Narrative
5 weeks
Personal Solo
A micro scale Metroidvania game with time bending elements.

  SLOWMOE   // 2019

Personal Project

Unreal Engine

Metroidvania

6 weeks

CONCEPT

A micro scaled Metroidvania game and the first game I made. Escape a spaceship with the help of your newfound friend Moe, a kind-hearted A.I. It won't be an easy task, but with Moe's ability to slow down time, you might just have a chance.

  Moodboard  

SlowMoe Trailer
Spela video

I started by making a moodboard to know what kind of setting and feel I was aiming for.

  • Responsible for the development process, from concept to end product.
     

  • Decided on metrics, layed out, blocked out, and set dressed the level.
     

  • Scripted enemy behavior, core mechanic, and level events.
     

  • Created storyboard and wrote the dialogue.

Learn as much as possible

This was among the first games I made. My goal was to learn as much as possible and create something I felt proud of. 

Metroidvania level design

I wanted the design to have the classic elements of the genre, as branching paths, hinting on optional areas as well as reusable areas.

  DESIGN GOALS  

  RESPONSIBILITIES  

  Top Down & Beats  

I wanted to give the player a concentrated Metroidvania experience in 10 minutes. This meant having one unlockable ability, initially unaccessible rooms, revisiting areas and places with their own identity.  I treated it as something that could be an intro area in a Metroidvania.

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  1. Onboarding  

The player is introduced to the game's plattforming elements, with variations of non-lethal platforming section, to get a feel for the mechanics in a safe space.

Level
1 week
School Solo
A high paced challenge map made for the 3D platforming game Skylar & Plux.

  Skylar & Plux Level  

  About the level  

  Concept  

  • The level is part of an assignment about designing a level for the previously released game Skylar & Plux.
     
  • It is a challenge map supposed to be played after beating the game, meaning the difficulty is quite high.
  • The level is shaped like a water lock, in which the player can choose different paths to reach the end goal.
     
  • The level is based around a swing mechanic.
     

  Thought process  

  Concept Blockout  

I did a blockout before getting access to the project file. Since it was hard to know how the mechanics worked in detail, the blockout was more of a non commital design to establish the theme and what type of flow I wanted. I decided on utilizing the games platforming element to create a linear, fast-paced level that would have the player get into a nice rythm, and I thought a canyon setting would fit those mechanics.

Gamejam: Ratsa Zeneca  

Level
30 h
Gamejam Team
A Tony Hawk-inspired 3D platformer about an escaping lab rat wreaking havoc.

  About the project  

  • A small game made by eight people in a 30h game jam.
     
  • The goal was to work with new people and have fun over a weekend of high-intensity game development.
     
  • I was responsible for the level design and partly gameplay scripting.

  Concept  

  • A platformer about getting the highest score within the time limit.
     
  • You play as a lab rat escaping the clutches of an evil company.
     
  • Use your boost jump to destroy as much of the office equipment as possible and get your revenge before the time runs out

  Level design  

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  • My mission statement was to design with verticality in mind.
     
  • The biggest challenge was to design a level that allowed for smooth traversal and had an interesting layout in a short amount of time.
     
  • I made sure there are interactable objects in different heights, with paths that branch off in multiple directions so that the player can always look around them and find somewhere to go next without stopping.

  Team members:  

Johan Norr, Christoffer Schering, Isaac Olander, Malin Tuomas, Ece Yünlü, Carl Andersson

  Procedural Level Prototype  

Scripting / Level
2 weeks
Team of 2
A blueprint for creating procedurally generated top down-levels.

  About the project  

  • Me and fellow classmate Gustav Dyrendahl decided to do this prototype in Unreal because we were both interested in procedurally generated levels. I believe it will keep evolving immensely in the near future and I find it fascinating.

 

  The system  

  • The system lets you create different maps, good for top-down games in the style of X-Com or a dungeoun crawler.
     
  • The parameters you control are amount of rooms, their size, the number of obstacles on the floor, and the chance of creating branching paths.
     

  What I learned  

  • For me, the hardest part was figuring out the math for connecting the different rooms. We ended up making the script check if there are any rooms to the left, right, bottom, or top of a room, and connecting them depending on the result.
     
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