Portfolio


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Work
Sliding Into LuleƄ
Team Size: 6
Concept: 2D platformer for mobile
Target group: Casual
Role: Game designer, technical designer, & level designer
Tools: Unity, SourceTree, GitHub, Miro, Trello, Visual Studio
Time: 4.5 monthsIntroduction: This was the game I worked on at my internship.My Contributions: I did some technical design, working on audio and a wind mechanic. I also made a few levels. I had to take the storyline into account, when making the levels. And the real life locations where the levels were located.I also designed star system requirements and designed how the level score is calculated.
Level Design
Start of level.


Picking up a package that is a little 'hidden' (to give players a reason to explore the level).


Another hidden package.


End of level.
Flowchart

One of the flowcharts I worked on.
Wind Mechanic

Wind mechanic I worked on. The wind swirls are visibile before the storm starts to warn the player, and the snowflakes are only visible during the actual storm. The interval is shortened in the GIF to display the mechanic.
Escape From Feroz II
Team Size: 11
Concept: Survival game
Target group: Explorers
Role: Technical designer
Tools: Unreal Engine, Perforce, Miro, Trello, GitHub
Time: 7 weeksIntroduction: Game project 3 at Futuregames. A cooperation with the author and artist behind the book series Children of the Phoenix.The assignment was to make a survival game based on the books. This game is based on book 5 and follows Brock. The objective is to survive as a prisoner on the dangerous prison planet Feroz II, where everything tries to kill you and you have to collect artifacts before it gets dark to sleep safely behind the prison walls, or survive the night in the wilderness if you fail.My Contributions: Half of the group (that weren't busy working at GTR the first week of the project) read the book to decide things like the plot, enemies, player character, etc.We used a survival game kit to make this game, which might have actually made our work more difficult. I spent a lot of time reading the manual to learn how to use the tools from the survival game kit. I also spent a lot of time on blueprints to add some of the mechanics that weren't already available in the game kit.

Example of what I worked on

Notification I added that appears when the player attempts to pick up more artifacts than they can hold

Day night cycle with the artifacts disappearing at night
Miro



Last Meal In Space
Team size: 4
Concept: Single player, topdown, 'brutal bloody abnormally evil psychopathic extremely cruel restaurant owner simulator', 3D game, made in Unreal for PC.Target group: Killers and achievers
Role: Game designer & technical designer
Tools: Unreal, SourceTree, Trello, Miro, GitHubIntroduction
The player plays as an alien and has to take care of a restaurant in outer space. During the day, they get objectives in the form of food orders, in order to fulfill these you need to have collected certain ingredients. During the night, the player needs to protect the restaurant from enemy attacks. These enemies will upon being killed, spawn ingredients needed to fulfill the day objectives. They are, however, not given any proper weapons, so they need to be creative and figure out what in the environment they can use to kill enemies.My contributions: I worked on and implemented the balancing of the enemies, the behaviour of the AI, and the weapons.How many throws until an item breaks?
How fast does the different enemy types move?
How much HP do each enemy type have?
How much damage does each item deal to the enemies?
How frequently do the different enemy types spawn?
How much damage do each enemy deal?I made the blueprints for the throwing mechanic, the enemy spawns, and the player HP bar.
Miro Board





Rumble In The Jungle
Team Size: 7
Concept: 1 Body, Many Minds
Target group: Families with children
Role: Game and Level Design
Tools: Unity, SourceTree, Visual Studio, Miro, Jira, GitHub
Time: 7 weeksIntroduction
A cute game made during Game Project 2 at FutureGames. The game is based off a concept from a client.The concept was "1 Body, Many Minds", with the target group of a family with two adults, where one is an experienced gamer and one is inexperienced, and 2 children, one who is 10 years old and one who is 4 years old.One player was required to control movement, two players were required to control the tools, and one player was required to manage the energy.This was a challenge design-wise since it“s difficult to make the game fun for everyone when every character is played differently.Each player controls one animal. The elephant can walk, the monkey has telekinesis powers, the bird has a grappling gun, and the frog collects energy. The idea is that the more experienced players play the monkey and the bird since they are more challenging. The youngest child is expected to play the frog since it“s the easiest.
My Contributions
I was one of the game designers. I made multiple level sketches and added them to the game with greyboxing and later with assets.
I also added different colored highlights for the objects that could be interacted with by the different animals, to make it easier for the players to tell which objects could be interacted with, and a little scripting for a respawn mechanic if the player falls into water.
GIFS displaying some of the mechanics (the game is faster and looks more polished in the finished vertical slice ;))
My Level Sketches
My Greyboxing

Level

Miro Board

About

My name is Moa and I'm from Kiruna from the far north of Sweden. I'm currently living in SkellefteƄ.I previously studied Game&UX Design at Futuregames.I studied programming at University (C, Java, Mathlab, Python). I have also worked with C# and Blueprints. I can use Figma, Unity, Unreal Engine, Trello, Visual Studio, GitHub, SourceTree, Perforce and Jira.
I have also done some graphic design work:
CV
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