Filip Coulianos

Ayla (2010)

Ayla is an award winning causual 2.5D platform and puzzle game designed for platforms like Xbox Live Arcade, PlayStation network and Steam and is powered by Unity.

The Gameplay focuses on gravity and the players ability to manipulate it on either the main character, objects or entire areas. Demo and trailers where developed during a 6 week period. The demo is about 10 minutes long and introduces the different game mechanics one step at a time to make it easier for testers to evaluate the product.

I was responsible for level design, programming, game design, level beautification, level scripting and lighting.
Together with me there where Maria Komenda (art and animation), Hassan Sulaiman (art), Erik Spellerberg (art), Robert Vikstrom (art), Lina Andersson (art), Sadir Samir (game design) and Mathias Cecilgard (game design and programming).

>> Click here to read more about Ayla at indiedb.com
>> Click here to read about Ayla winning a Unity pro license at indiedb.com
>> Click here to read the pitch document

>> Click here to download Ayla

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Fuji (2010)

DM-Fuji is a small deathmatch level for Unreal Tournament 3. It is my first project working with Unreal Engine 3 and is perfect for 1 on 1 or 2 on 2 matches. Level design, scripting, lighting and level beautification is made by me.
Assets by Epic games. Additional art by John Troive and Niklas Ylitalo.

>> Click here to download DM-Fuji

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The Technodome (2009)

The Technodome is a Half-Life 2: Deathmatch level with unique game play mechanics.

Based upon event based levels such as dm_crossfire and dm_runoff players in the Technodome has to collect energy cells to power the security door and get to safety from falling bombs. The energy cells can also be used to access the RPG and Crossbow.
Technodome has unique gameplay mechanics and even includes a special HUD-element using only Hammer scripting. Level design, scripting, lighting and level beautification is made by me. Props and textures made by Valve corporation. Additional art made by Pontus Karlsson and me.

>> Click here to download dm_technodome
>> Click here to download the high quality video presentation of dm_technodome.

the technodome

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Project 25 (2009)

Project 25 is a single player episode, made by me, with 30 minutes of playtime set in the Half-Life 2 universe.


The episode is a part of my final year project to get a Bachelour of art. The goal was to create a unique single player experience while still keeping the episode true to the original and is the result of a deep study in how Valve designs pacing in their single player experiences and ended up with a model on how to measure and get an overview of the pacing of a linear single player experience.
The project spanned over 11 weeks in which i was solely responsible for level design, lighting and overall visuals, manuscripts, project planning, playtesting and feedback evaluation. All textures, props are made by Valve Corporation.
Voice acting is performed by Kelly Harrigan, Edwyn Tiong and Emelie Isacsson. Choreography, manuscript, story,

>> Click here to download Project 25.


You need Half-Life 2, Half-Life 2 Episode 1 and Half-Life 2 Episode 2 installed.
Read the ReadMe.txt included in the .zip for installation instructions.


Project 25

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dec_boulevard (2009)

The Boulevard is an official level for the tactial multiplayer mod Decadence based upon the Source engine.

The level is divided into three separate areas which players are fighting to conquer.
I was responsible for the brushwork, level design, lighting, implementing the props, atmosphere and visuals. World textures made by me, Pontus Karlsson and Claes Engdal. Props made by me, Bjorn Claesson, Johan Aronsson, Claes Engdahl and Pontus Karlsson.

>> Click here to visit the Decadence website.

dec_boulevard

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Dm_Tech (2007)

This level is a small deathmatch level I created for Half-Life 2 Deathmatch supporting up to four players. Textures are made by Philip Klevestav. Everything else was made by me.

>> Click here to download dm_tech for Half-Life 2 Deathmatch

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