Recently, I’ve been applying my Unity experience to the creation and release of several Unity Editor tools, all designed to unlock new features and workflows that the standard Unity Editor does not provide. These tools enable developers to save both time and resources, while also allowing brand new user-friendly workflows
Below is a list of the tools I've currently made available to developers:
Audio Sync Pro is a suite of tools designed to allow users to easily synchronise any game element with audio. Whether it’s perfectly timed events using the Audio Timeline or dynamic audio responses based on beat and volume recognition, Audio Sync Pro provides an intuitive, code-free toolset.
Smart Mouse is a suite of productivity tools focused on Unity’s Scene View. This toolset instantly unlocks many convenient features for users, such as a new user-extendable context menu and the ability to paste and align objects directly onto the surface where the mouse is hovering.
The Editor Animation Viewer is an animation preview utility for Unity that allows users to view animations directly in the Scene View with just a single click—without needing to enter Play Mode..
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.
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.
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.
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.
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.
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.
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.
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.
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.
The reception of Endling has been very positive, as the game was featured prominently on the Itch.io frontpage, and has reached 10k+ downloads.
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.
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!
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.
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.
Below are some samples of my work over the years.
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.
I’m a friendly, curious, and highly versatile game designer, who finds great joy in the multifaceted process of game development – 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.
Game Designer
Fable Systems
Game Designer
Eddaheim
Level Designer
Dytbaat Games
Game Director
DADIU
Msc in Game Design
It-University of Copenhagen
Bachelor’s in Digital Design
Aarhus University
Freelance Illustrator
Various clients
Courses in Illustration, Animation & Video Art
Holbæk Art School
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
If you would like to get in touch, you can contact me here.
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.