A concept for a color matching mobile game, based on pattern recognition and speed.
A concept for a color matching mobile game, based on pattern recognition and speed.
A fast-paced action game, with stealth mechanics, where bullets are lethal.
A first-person shooter with single- and multiplayer.
A game inspired by Hotline Miami, Metal Gear Solid and Quake/Doom.
A minimalistic kart racer based on slot car racing. Using the speed as a tactical force to break out of orbit, to reach other planets and checkpoints and win the planetary race against your friends.
A game made under the Global Game Jam 2015, which won the audience award in Copenhagen.
The idea was to create a platformer, which challenge the player to rethink how he or she plays it. Under the GGJ theme “What do we do now?”. The further you would reach in the game, the harder the game would control and more frequently glitch.
A game made for (my first) Ludum Dare, where the theme was “Beneath the Surface”.
An action game of surviving as long as possible against an army of submarines, while maintaining your air supply.
A game made for Jonatan Van Hove‘s ChainJam (Student edition). About rescuing as many mine workers before the cave collapses and without you being crushed beneath it.
I wanted to simulate, how hard it can be to hit a ball with a baseball bat.
A game about convincing a bouncer (text bot), to let you inside the bar by skipping the line.