TelePresent
Hello, welcome to my site!
I'm Martin Hansen, a game developer and designer for hire based in Copenhagen.
Here you can view my portfolio, learn more about me, and see the services I offer.

Portfolio

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Game Designer
Neon Knights: Humanity Erased
| Eddaheim |
2023
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  • PROJECT: Third-person action-infused survival horror game built in Unreal Engine 5.
  • ROLE: Game Designer.
  • TASKS: Design Documentation, Programming, Team Coordination, Level Design, 3D Modelling.

Neon Knights: Humanity Erased is an upcoming psychological action horror game set in a frozen, climate-ravaged Copenhagen plagued by corporate corruption. The story follows Nik Gates (Lars Mikkelsen), a digital exorcist entangled in a conspiracy that challenges his beliefs about humanity.

Neon Knights is the debut flagship of Eddaheim, a AA game studio located in the heart of Copenhagen.


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Working on Neon Knights, my responsibilities included:
  • Concept Development and Pitching
  • Drafting Design Documentation
  • Prototyping and Implementing Features with Unreal Blueprints
  • Team Coordination and Communication
  • Level Design and Creation
  • Build Delivery and Testing
Learn more about Eddaheim
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Game Designer
Transit
| Fable Systems |
2024
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  • PROJECT: A first-person narrative adventure made in Unreal Engine 5.
  • ROLE: Game Designer.
  • TASKS: Design Documentation, Programming, Puzzle & Level Design, 3D Modelling.

Transit is a modern ghost story about a fragile teenager stuck in a looping reality beneath the Nordic Sund. A coming of age story that will make you laugh and cry.

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Transit is the flagship game of Fable Systems, an independent game studio in the heart of Copenhagen.

On this project, my work has been split evenly across design and implementation, with me taking an especially active role in the development and implementation of systems and features.



Working on Transit, my contributions included:
  • Design conceptualisation and Pitching
  • Drafting Design Documentation
  • Implementing Features in Blueprints
  • Technical Design and Support
  • Level & Puzzle Design, environment modelling
  • Organising Playtests
Learn more about Fable here

Note: Materials related to Transit hosted here are not up to date. Page will be updated as further details are made public.
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Solo Developer
Unannounced Project
| TelePresent Games |
2024
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  • PROJECT: A Quirky Adventure Game Driven By Voice Recognition. Developed in Unity
  • ROLE: Solo Developer
  • TASKS: Art & Assets, Programming, Custom Editor Tools, lots more šŸ˜µā€šŸ’«

Here are some in-progress photos of a project I'm plucking away at.
In this project, I have applied my knowledge in areas ranging from asset creation and art to programming and custom editor tooling.

Custom Editor Tools

A big priority for me has been to develop a scalable and systemic approach to this project, which has led me to create several Unity Editor Tools, which are designed to streamline elements such as character animation and level logic.

Keyframe Editor

Below is my custom keyframe editor tool, which can be used to sync character animations, facial expressions and events, to exact points on dialogue lines.

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Speech Input Conditions

Below is my editor script, which defines a set of conditions that speech input must meet for functions and events to be triggered.

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WIP Screens

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Level Designer
Solitaire Grove
| Dytbaat Games |
2021
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  • PROJECT: A casual, card-based mobile puzzle game
  • ROLE: Level Designer, Tester
  • TASKS: Developing game content, using custom Unity tools, analysing player statistics and modifying designs in accordance with it

Solitaire Grove is a card-based mobile puzzler where the player must clear stages to rebuild a dilapidated cottage in a cosy forest. The game is targeted towards the broader casual market.

To date, my responsibilities in this project have included the design, testing, and iteration of 500+ unique levels, as well as adjusting them in accordance with player analytics.

Being a live-service game, receiving regular updates and features, I have gotten the opportunity to work with adapting designs to new flows, goals and deliverables, as well as assisting with bug-testing, QA, and feature concepts.

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Game Designer
Cathedral of Sorrow
| Filmskolen |
2022
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  • PROJECT: A first-person psychological horror game made in Unreal Engine 5.
  • ROLE: Game Designer.
  • TASKS: Design Documentation, pitching, Programming, Level Design, 3D Modelling.

Cathedral of Sorrow is an upcoming first-person psychological horror game where players step into the shoes of Thomas Ward (Magnus Bruun), as his search for his lost girlfriend plunges him deeper into a nightmarish world controlled by a deranged AI.

Click here to visit the Steam Store page.

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Cathedral of Sorrow emphasizes atmosphere, character interactions, and the use of uncertainty to evoke horror.
By leveraging randomness, machine learning, and procedural generation,
it creates a unique and adaptive horror experience for every player.


Working on Cathedral of Sorrow, my contributions include:
  • Design conceptualisation and Pitching
  • Drafting Design Documentation
  • Implementing Features in Blueprints
  • Design and balancing of the in-game Monster
  • Set-piece design and Level Creation
  • Balancing and Tweaking of Game Elements and Machine Learning

For this project, I contributed especially in the domain of designing mechanics and behaviours related to the monster, which chases the player throughout the game. Beyond this, I also designed and implemented levels and frightening in-game events for players to experience.


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Lead Designer
Endling
| ITU |
2022
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  • PROJECT: A first-person narrative adventure made in Unreal Engine 5.
  • ROLE: Design, implementation, and playtesting of gameplay features and player experiences
  • TASKS: Drafting Design documentation, Blueprints coding, level design & 3D modelling

Endling is a short, quirky science fiction mystery game exploring themes of freedom, choice, and loneliness. Played from a first-person perspective, the player finds themselves trapped in a strange house that seemingly adapts to their preferences, forcing them to relive the same day in perpetuity.

The game was developed in four months with a team of six wonderful people. recently, I personally updated and polished nearly every aspect of the game in the newer Anniversary Edition.


Preview Image My contributions to the project include:
  • Leading game design.
  • Organising production and task management.
  • Programming and implementing certain features, such as set-pieces, destructibles and subtitles.
  • Designing, modelling and implementing the main environment.
  • Designing soundscapes through Ableton Live and FMOD.
  • Polishing and revamping the game for the 2.0 release.
Endling on Itch.io


The reception of Endling has been very positive, as the game was featured prominently on the Itch.io frontpage, and has reached 10k+ downloads.

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Director
Lullaby
| ITU |
2021
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  • PROJECT: An atmospheric 2D platformer where you solve puzzles through song, built in Unity.
  • ROLE: Design Lead, Lead Artist, Director
  • TASKS:: Developing game concept, drafting design documents, communicating vision across different disciplines, creating art assets, Level design & implementation.

Lullaby is an atmospheric puzzle platformer where players navigate a dark, ominous dungeon using the power of music. The game features a novel singing mechanic that encourages expressive and playful puzzle-solving as players experiment with how their music interacts with the environment.

Developed in seven weeks at the IT University of Copenhagen by a team of six, the project involved pitching a vision and collectively shaping it.

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  • Directing and overseeing game vision.
  • Leading Design
  • Drafting documentation and creating mock-ups for conveying designs.
  • Creation and animation of all art assets.
  • Design, implementation, and lighting of select levels.
  • Facilitation of meetings and workshops.
Lullaby on Itch.io
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Director
Toy Game
| DADIU |
2021
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  • PROJECT: A quirky 3D adventure set in a land of toys.
  • ROLE: Game Director
  • TASKS: Directing a team of 16+ developers towards delivering a unified vision, facilitating creativity within a game development environment, pitching externally and internally, maintaining overview and task management.

Toy Game is a quirky, humorous adventure set inside of a toybox, full of mismatched toys. In this game developed over six weeks, you play as the newest toy, navigating a world where your actions shape its fate.

The game features a questing system, where players must use their unique tools to help the various inhabitants of the toy world. Be careful, however, as your choices will affect how others see you!

For this project, I took the role of director and thus developed an initial vision, which would go on to be shaped and elevated with the help of the whole team.

This role provided valuable insights into pitching, directing, and fostering creativity, along with project management and conflict resolution. This project has been one of my most rewarding and challenging experiences,

Don't forget to check out the game's credits on Itch.io, the whole team is wonderful and full of talent!


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3D Artist
Various Projects
| Self |
2021
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  • PROJECT: 3D Models and environments built for various projects
  • ROLE: 3D Generalist.
  • TOOLS: Blender, Substance Painter, Substance Designer, Marmoset Toolbag.

I am experienced with the entire 3D modeling pipeline, including modeling, unwrapping, texturing, and integration in-engine. My focus is on creating optimized, game-ready models, especially for props and environments.

This skill set has been very valuable, providing the flexibility to tailor assets to meet the exact needs of the player experience as the project evolves.

Below are some samples of my work that are not covered by NDAs.

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Illustrator
Various Projects
| Self |
2021
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Over the years I've enjoyed the privilege of creating art for various clients for a variety of uses, some commercial, some personal. This work has strengthened my ability to communicate visually, not just in relation to a clients' wishes, but also in service of vision, mood, and theme.

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Below are some samples of my work over the years.

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Solo Developer
Small Games
| Self |
2021
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  • PROJECT: Various short, experimental and fun projects.
  • ROLE: Artist, Programmer, Designer, Sound Designer etc.
  • TASKS: Bringing short experiences from concept to finished product, experimenting and learning new tools, fun!

In my free time I've enjoyed developing several smaller experiences, often with a touch of silliness. From interactive murder mysteries to awkward small-talk rhythm games, there may be something here for any oddball.

View these projects on my Itch.io page.

About Me

Iā€™m a friendly, curious, and highly versatile game designer, who finds great joy in the multifaceted process of game development ā€“ from dreaming up the highest concepts to implementing the tiniest details in-engine.

I have worked in the games industry for several years, on projects ranging from narrative-heavy titles to casual mobile games. Holding a Bachelor's in Digital Design and a Master's in Game Design, I am well-versed in the art and craft of game development, as well as development as a collaborative and social process.

I am deeply inspired by the interactive nature of games and their potential to inspire powerful emotions in players.

To learn more about my skills and services, please check out my portfolio and services.

You may also view my CV here.

2024

Game Designer

Fable Systems

2022-2023

Game Designer

Eddaheim

2021-2022

Level Designer

Dytbaat Games

2021

Game Director

DADIU

2020-2022

Msc in Game Design

It-University of Copenhagen

2017-2020

Bachelorā€™s in Digital Design

Aarhus University

2016-2022

Freelance Illustrator

Various clients

2016

Courses in Illustration, Animation & Video Art

HolbƦk Art School

Martin Hansen

Need a Game Designer?

If you're looking for a game designer with a strong technical and practical foundation, I'd love to hear from you.

Drafting Game Design Documentation

Feature Prototyping and Implementation

Team Communication and Coordination

Level Design & Creation

3D Modeling,
texturing

Qualifications & Skills

  • Broad creative and technical skill set for effective development & communication across disciplines.
  • Strong technical foundation, and eagerness to learn new skills.
  • Proficient in conveying design ideas through mock-ups, prototypes, and animations.
  • Keen appreciation of project vision, ensuring cohesive game elements.
  • Experience in the use and development of custom engine tools.
  • Friendly and open team player, committed to a fun and inclusive environment.

Software Proficiencies

  • Game Development: Unity, Unreal Engine, Twine
  • Programming: C#, Unreal Blueprints, HTML, JavaScript, CSS
  • Web Development: HTML, CSS
  • 3D Asset Creation: Blender, Substance Painter, Marmoset Toolbag
  • Illustration: Adobe Photoshop, Illustrator, Animate
  • Animation: Blender, Adobe Animate, Rokoko Studio
  • Video Production: Adobe Premiere, After Effects, Sony Vegas
  • Sound Design: Ableton Live, FMOD Studio
  • Remote Work & Version Control: Google Drive, Plastic, Git, Perforce

If you would like to get in touch, you can contact me here.

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Get in Touch

Want to reach out? I'd love to hear about your project.

You can reach me at: TelePresentGames@gmail.com, or through the form below.