29 August 2010 12:22

Hi everyone!
It's been a busy month as I just started working at Starbreeze. So far I've had a blast doing lots of great stuff I really can't talk bout (sorry!).
However during the summer I wrote both the Batman article, as well as an article about Pacing in multiplayer games which I'm now releasing:
Excerpt:
The approach I’m taking in this article is to draw a basic pacing curve for a game in Deathmatch, Counter-Strike and Left 4 Dead. I will look at how the core gameplay mechanics controls the pacing curve. I will also measure the games in what I call, in a lack of better words, “level of narrative”. A game with weak narrative would be a game where the exciting things occur in a seemingly random pace. A game with strong narrative has peaks and shallows of excitement cleverly designed and measured to keep the players on the edge and stimulated throughout the game session.
>> Read the article here!
14 August 2010 11:09

I just noticed that Gamasutras daughtersite GameCareerGuide finally published the The level design analysis of Batman Arkham Asylum.
I'm really happy and proud that they published this third article I've sent in to them. Next stop: Gamasutra!
01 August 2010 16:16

Hello everyone,
I have just finished an article I've worked on this week about Batman Arkham Asylums level design.
It's been incredibly interesting and I hope you enjoy reading it as much as I had writing it.
>> Read it here
>> Read the article on GameCareerGuide
Excerpt:
Batman Arkham Asylum was released in August 2009 and took critics by storm. It scored 90+ on average review ratings and even got a Guinness World Record for ‘Most Critically Acclaimed Superhero Game Ever’. What is even more amazing is that according to the credits list only five level designers worked on the title, and it was produced in less than two years.
As I played through the game I was astounded by its quality and started to do some serious research. I read articles, listened to developer podcasts as well as collected data to try to figure out what it really was that made this game stand out from a level designers perspective.
23 July 2010 13:24

Thats right we made it to second place and won a free Unity pro license worth 1200$.
This is so great! Congrats to my friends at ludocity who made it into first place with their game "Bob Came In Pieces".
( Read more... )
>> Go to indieDB and read it yourself!
16 July 2010 12:16

In the middle of my chart-drawing, analysing and article writing I got an exciting email; It seems like all the games from Futuregames Academy that attended the Moddb Unity contest actually made it to the final, including Ayla!
3 out of 10 games came from Futuregames Academy. The whole contest had over 50+ games competing.
Very exciting, I wonder who will win!
>> Head over and see for yourself!
15 July 2010 17:12
It took me months to make the final push and kick the project out of the door. Well, now, here it is! DM-Fuji is finally!
>> Download DM-Fuji!
05 July 2010 23:28
I just got help from Tobias Mollstam implementing a read more function for all portfolio pieces. This means I can add more text without cluttering the level design page with text in between each piece.
Great stuff!
I also added my latest creation, Ayla, as well. It's a 2,5D platformer game aimed towards XBLA, PSN and Steam. Head over to the level design section and check it out!
(Yes, I'm working on the developer video for Ayla, don't worry...)
05 July 2010 12:10

Hello everyone,
Just wanted to let you know I will be upgrading the site with a few minor changes. Please hang on while i twist and turn the bolts.
02 July 2010 14:10

I just got a job as a level designer at Starbreeze, YEY! The official title is mission designer and will include prototyping, scripting as well as level design, I'll start 3rd of August.
In other news our Unity project is done and I'll start working on a developer video as well as a pitch document as soon as I possibly can.
26 June 2010 16:32
Long time no see. That's because I've been working hard with Unity. Wihin a week or two I'll show you what I've been working with... It's gonna be awesome! :D
21 May 2010 18:28
Played some with the new UDK build. I only worked with stock assets from UDK. The theme I vaguely followed was "Space Church" :D
Here's the result:



Gotta love em' corridors!
20 April 2010 16:54

On day 2 of the Unity course i managed to re-create pong without any previous coding knowledge. Just click the image and enjoy the awesomeness! Left player use W and S while the right player use Uparrow and Downarrow, or O and L.
Have fun! :D
17 April 2010 00:03

Finally!
I just noticed that Gamasutras daughtersite GameCareerGuide finally published the Decadence post mortem.
I'm really happy and proud that they published this second article I've sent in to them as well. Perhaps someday I'll post one on Gamasutra itself? Who knows!
>> Go to GameCareerGuide and see what the fuzz is all about
13 April 2010 15:45

Hey everyone just wanted to let you know what I’m up to right now. I’ll be working on a Gears of War mod. It will be a 30 minute single player episode. Below is the elevator pitch:
The game builds further upon the Gears of War franchise that tells the story about Eli Thomson; a single surviving commando who lost his unit while on a suicide mission and his struggle back to safety. Gears of War: COG Commando introduces a new character to the Gears of War franchise and expands the universe. By adding horror and sneak elements to the Gears of War: COG Commando elevates the award winning Gears of War gameplay to new heights.
>> You can read the pitch document here!
Since this was written as a authentic pitch document some of the information in it are false. I'm not going to make the mod for Xbox or will not need any budget for producing it.