Nov 19 2021
WE WON \o/
Among some pretty firece competition, including:
- Doom 3: VR Edition
- Star Wars: Squadrons, by Electronic Arts
- Star Wars / Tales from the Galaxy's Edge, by ILMxLAB
My old, dear, 3.5 years in the making, pet project Demeo managed to take home the prestigeful VR Game of the Year Award. I cannot express how proud and happy I was to receive these news. Me and my awesome team members has worked so hard to make this experience be something really amazing, and both the engagement from our community, and awards like this, makes it feel like it was truly worth it.
Jan 30 2018
Ship Ohoy! Narrows is a strategy game inspried by games like FTL, but with it's own spin on it… and on the high seas of course!
I was on the project from the very start, prototyping, production, polish. I worked mainly on the ship view/sea combat. I was the only programmer during prototyping and the fencing mini game, but was involved in almost every part of the game.
This game is very close to my heart. Near the end the game was so much fun to play that development took forever since every time I needed to test something I got stuck playing…
Unfortunately the game is not very easy to get a hold of. At the time of writing this it only exists on Google's (now discontinued) mobile VR headset Daydream, or Oculus GO. I hope it will get ported onto more platforms!
Mar 23 2017
Three months after the initial release we added Pass and Play functionality to Wonderglade, and at the same time added a new mini-game.
I think it is worth mentioning this update in its own post as Hamster Hoops is (in my own humble oppinion) the very best of all the mini games. In this game the greatness of our team really shined through!
I spent over two weeks just prototyping the controls (turns out throwing basket balls using a 3-DOF Daydream controller is not only more difficult than you can imagine, it's pretty much impossible), and also working very close with our new, and extremely talented game designer to make the challenge interesting enough. Not to forget the awesome 3d-artists who implemented most of the art during the two days I was home sick with the flu.
Jan 02 2017
Wonderglade is the second game from Resolution Games I worked on (also the second game they released). It's a collection of mini games in a theme park setting, and it was released for Google Daydream, their mobile vr project. The game was released for free, and has really good ratings!
Screenshot from Google Play Store, taken 25 sept 2017
Mar 24 2016
Today Resolution Games (where I work) have released the game Bait! for Samsung Gear VR.
Relax, catch some fish, upgrade your gear, chat with the local hillbilly.
I was on the team for the last three months of development.
May 16 2013
Big bad wolf is a slot game with a nice twist. If you get a win, all symbols involved in that win will be removed, and new symbols will fall down – meaning that a win can trigger another win, chaining together huge combos (like bejeweled).
I was lead developer (and scrum master) on this game, which was produced by Quickspin.
May 16 2013
Supernova is a Slot Machine from Quickspin, where you can multiply any wins you get with the amount specified in the two right-most reels (by most you can get x10 + x10).
The game gets pretty intense if you get really high wins (as this video below shows).
For the most part of this project I was the only developer. I was also Scrum master. One of the two artists working on this game together with me was actually Simon, who made all graphics and level design for Ripple Dot Zero and Metro Siberia.
Jun 07 2009
During my time at Isotop I have worked a lot with flash based video players. It all started with a brand new videoplayer for tv4play.se in late 2008, and since then I have been maintaining and kept adding features and new versions. Let me take you to a trip down memory lane, and have a look at a few of all the different versions and variations of the player I have been involved in…
READ MORE >>
Aug 08 2008
During 2008 I spent two months consulting at DICE, working on Battlefield Bad Company.
I did mostly in-game UI stuff.
Among other things I built the system for setting up and handle hud/cross-hairs for the weapons and vehicles, and for handling special properties (zoom in with sniper rifle, number of rounds in grenade launcher or current heading and altitude in helicopters).
I also worked on the loading screens and health bars.
It was a very exciting project to work with, and of course I’m extremely proud to see my name listed in the credits!
Dec 02 2007
This Swedish weather application was released in late 2007 and had lots of really cool features. You could check the weather all around the world, and could play, fast forward or rewind the weather forecasts. I kept developing and maintaining the app until 2010 when it was taken down. Up until then it had spawned several sub-applications such as “Sjövädret”, “Skidvädret” and “Pollenvädret,” which were using the same engine…
READ MORE >>