I worked on MetroLand, a casual endless runner for iOS and Android, at Kiloo through production, soft-launch and global launch.
While working on MetroLand I implemented UI, meta features, gameplay and gamemode features. I also got the opportunity to do some shader work, implement and update 3rd party sdks and implement analytics events and A/B tests.
I worked closely with game designers and UI artists to breakdown designs into tasks for programmers and implement the features and tweak the feel so everyone is happy with the final product.
I became the go-to guy for technical questions from UI and art about the project and did profiling and optimizations for the game.
While at Kiloo I also worked on internal packages and a UI framework to enable UI artits to do more implementations in Unity. I also got the opportunity to create and host workshops for other employees, both for coders and artists.
Cubemania was the first game I worked on at EADania, it was made in GameMaker. The goal of the game was to get through the level by using your Cube.
I worked on the core mechanics, like picking up the Cube, using force to pull the cube towards the player.
Zombie Slayer was a school project we work on in 2015. It was made in Windows Forms with GDI+
The game is a endless shooter where you shoot zombies to earn money which you can then use to upgrade your character.
I worked on the weapon system and some of the core system.
Poop Problems was the first game I worked on in Monogame. The assignment was to make a game from 3 words we got. This was our groups result.
I worked on the setting up the core engine in Monogame, physics of the balls and the splitting of balls.
First year exam project. Released on Itch.io made in Monogame.
I worked on setting up the engine, physics of the ball, power ups and some other underlying systems.
First networked project. The goal of the game was to make a coop dungeon crawler where you can choose between classes and have different abilities
I worked on some gameplay elements but mostely on the server and communication between client and server.
First Unity project I worked on. The project was a client assignment from Region Midt Center for E-Learning.
The goal was to make a safe environment, where the operators at Skejby hospital who have to get a driving license due to new regulations, can learn to drive the electric vehicles they use at the hospital.
I worked mostly on the driving mechanics and ragdoll physics but also on the pasue menu.
This was a game made as a proof of concept for a Unity framework made for Mynster Entertainment. The framework contained alot of the systems that are normally used in gamedev projects like objectpooling and a highscore system.