I have a passion for games and how you interact with them. That is why I am particularly interested in VR and developing game mechanics.
I have a bachelor's degree in Software Development and a master's degree in Games Technology from the IT University of Copenhagen. In both cases I worked with procedural content generation.
A Good Turn is a VR interactive exploration game that uncovers the story of a recluse living in an old bus in the wilderness, by discovering mundane objects as well as intimate fragments of a secluded life. This was a school project made by a team of four. I designed and implemented the game.
Phish your friends! Fool your family! Scam people and become the best social engineer the interweb has ever seen. Gather information, trick people into opening your malicious executables or directly phish for credit card access to make them join the game! Honestly, being more convincing than the nigerian prince or a beautiful yet lonely russian bride can not be that hard! Impose the impostor and be part of the phishing community. Human machine was executed in 49 hours during PetSkatJam at the IT University of Copenhagen. It contains a social loop that is intended to raise awareness of unintentional insiders, as PET phrased it in their pitch. Therefore 'Human Machine' is not a game, but a playful approach or an online toy. A project by Holger Stadel Borum, Carl Johan Hanberg, Niels Andreas Østman, Jonas Christopher Schneider, and Sergio Javier Valderrama Vidaurre Webfont provided by Gabriel Richter
Entoothiastic is a game conceived during Nordic Game Jam 2019. It is a typing game that challenges the player to clean the teeth of different characters by typing letters in a certain order. I worked on making a playful menu.
In this mobile endless runner set in a supermarket I worked on preparing the game for an international launch. My responsabilities were to implement localized language, highscore lists with social integration and an IAP store.
Playful Waves is about the childhood nostalgia from playing be the sea with siblings in childhood. It was developed as an entry for the Global Game Jam 2017. Hiding behind the rocks and getting caught by the waves was the core loop that I implemented.
At Sea
In our bachelor's project, Sebastian and I investigate if we can generate weather data that can be used across games. In the video you can see how we test our prototype.
Smadrepit
Smadrepit is a multiplayer metal arcade game developed for Copenhell Game Jam at ITU 2017.
Virush is a physics based 2D battle royale, where you and up to seven friends battle to be the last virus standing. This is a local multiplayer game, made for the Level One Game Jam 2018. For the game I played with implementing various physics aspects such as orbital gravity and propulsion.
The structure of this game engine is similar to that of Unity. It uses a scene structure, with the game objects themselves being loaded through a .json-file. The engine supports a number of components, which can be added to or removed from a specific game object. The engine also supports multiple scriptable components attached to a single game object.
Juice Boost
The initial idea for the game was a asymmetric two-player game. One player plays as an orange that is trying escape the checkout counter and not get bought. It has to race up along the moving conveyor belt while avoiding the grocery obstacles. The second player is the one who attempts to stop the orange from escaping by placing the groceries as obstacles on the checkout counter.
Memoirs
Memoirs is a noir crime investigation VR game. The video game explored how to implement movement in VR and use it as a design constraint. Physically small levels were developed so that the player could navigate space by moving in real life to reduce VR sickness. Each space could be visited by holding up a photograph that would take the player there.
This thesis seeks to enhance the level design workflow a video
game in progress, by proposing a mixed-initiative tool. The tool allows the
level designer to rapidly create and iterate upon island levels using several
procedural content generation techniques. It uses a combination of Voronoi
diagrams and noise functions to generate islands. The tool also generates
vegetation based on user created rule sets and the Voronoi diagram of the
island. The level designer can iterate on co-created levels with the tool, using
editing operations and adjusting parameters. These features allow the level
designer to skip certain steps in his design process, letting him work more
iteratively and less detail-oriented.