My first project as team lead at Dev Pods (at the time known as HomeTeam GameDev). Generally happy with how it turned out, although I wish there had been time to add content to the now empty rooms that make up most of the level. :) I am quite happy with the fact that I planned the boss fight early in the project, which meant that it actually got finished on time in a state that was pretty much as I had envisioned it.
A very atmospheric horror game made in Godot with Dev Pods. I did mostly 3D modelling for this one, with a bit of Godot programming. I'm especially happy with how the lighter turned out, with both model, sound effects and particle system fire fx.
My first collaboration project, as part of HomeTeamGameDev. I focused on 3D modelling and animation, and created the models, textures and animations for all the enemies and the player character. I also did some particle system effects, and some code. See the game page for detailed credits. Made in Unity.
Ludum Dare 39 compo entry. It's a take on an old Game&Watch handheld I used to have when I was a kid, something with a bottling factory if I remember correctly. Made in Unity.
Creating everything from scratch over a weekend was the main challenge, and the secondary was releasing it with no time to do even a little bit of polishing.
This minimalist game is my first mobile game. I wanted to experience the whole pipeline from idea to implementing it in Unity with mobile compatibility to getting it published on the App Store.
Yet Another Asteroids.
For some reason I like making Asteroids clones. Here I tried to bring a retro vector graphics feel to it. Made in Unity.
Main learning was designing and applying a consistent graphic style.
A mashup between two familiar games, Snake and Asteroids turned out to be a pretty fun (to me at least!) mechanic. I made it as part of the OneGameAMonth challenge in 2013, and it was actually wrapped up in a little over a week if I remember correctly.
It's another Asteroids variant, kitbashed from Unity tutorial resources. This time with a pun in the title!
Made in Unity, the main purpose was to see a self-managed game project through to completion, including releasing it to the public.