Here are some other games and projects I've worked on

EduTrition

Educational "Pokemon GO"-game, teaching kids about nutrition

"EduTrition" was a game inspired by Pokemon GO that was meant to be an educational game teaching kids in Bhutan about nutrition and food. The game was made in collaboration with the United Nations. It used GPS coordinates and Google Maps data to make a virtual world where the player could find different nutritious food and increase their nutrition score. 

I was hired to work on this project as a freelance programmer and designer and worked on it for approximately a year. I worked along with one other designer and artist and was the sole programmer on the project.
We worked on the project until the COVID-19 pandemic forced the UN to direct their attention elsewhere.

Voxel engine in C++

Well-optimized voxel engine inspired by Minecraft written in C++

During my masters in Games from the IT University of Copenhagen, I had a course in game engine programming. My end-of-semester project was making this voxel engine. In the game you can walk around a tiny generated world and place and destroy blocks. We also built a simple particle system that plays when you destroy a block.

Executable

We used a premade project called Simple Render Engine for rendering graphics, calculating physics and calculating collisions and built a voxel engine on top of that. We especially spent time on optimizing the engine. For example, when rendering a group of blocks we render them all as a single mesh to save draw calls. We also only render the sides of the blocks that point outwards and are visible.

Technical report

Various jam games

Games made at various game jams, mostly working alone

I have many games at various game jams. I keep my favourites on my personal Itch.io page found through the link below.
On the page, you can find juicy 2D platformers such as "Downside Up" and "I am the Narrator". When working on platformers, I like working with a mix of Unity's RigidBody system and my own physics code to make the jumping feel especially good.

You can also find projects such as "Pizza Panic!", a local multiplayer game where you drive and drift your way around a city to see who can deliver the most pizzas.
Or "Ender's Pearl", a game I made as a design challenge. I made a very simple main mechanic and then challenged myself to see how many different and interesting levels I could come up with.

My itch.io page

Piximakey

Stop-motion app for kids and their grown-ups

Piximakey is a stop-motion app with an accompanying toybox of modelling clay, custom backgrounds and camera holders. It is made for people of all ages, but is specifically aimed at children. Kids can use the modelling clay or their own toys along with the app to make their own movies and share them online. The app has been through a succesful Kickstarter campaign and can be found on the Play Store.

I was hired to work on this app for one week near it's initial release. When I started working on the app the UI was outdated and in need of an overhaul. The new UI had already been designed, but was still in Photoshop documents. My job was to export and implement the new UI, make sure it would scale well to different screen resolutions and to add small touches of juice. 

App store link

The game feel of 2D melee attacks

Master thesis in analysing and replicating melee attacks from 2D games

During my masters in Games from the IT University of Copenhagen, I wrote a thesis on game feel. Specifically, the game feel of melee attacks in 2D games such as Hollow Knight or Street Fighter. The thesis consisted of analysis and replication of example attacks found in commercial games. I also made a typology of all the elements that make up a melee attack.

A big part of the projects was my "Attack Prototyping Tool". This tool was made to replicate the example attacks in Unity, but also to be able to play around with their parameters to see how it affects their game feel. The tool was made to enable designers to easily explore and prototype new melee attacks that they might use in their own games.

Read my thesis

StarCraft Broodwar AI in C++

StarCraft bot written in C++ for the Student StarCraft AI Tournament

During my bachelor at the Danish Technical University I made a an AI for the Student StarCraft AI Tournament (SSCAIT).
The AI is a Protoss bot that works on any map, can plan out a build order, place buildings to conserve space, scout out the enemies strategy and launch effective attacks using micro management.

The AI is made using the open-source C++ framework Brood War API (BWAPI). BWAPI enables a programmer to get simple information from the game, such as the position of any visible units. You can also issue commands to units. My main responsibility was to build the software architecture and to implement effective building placement and resource collection.

Milkyway Inn

Sci-fi management game made during university

Milkyway Inn, is a Tycoon inspired game, drawing inspiration from games such as Evil Genius and Zoo Tycoon. The game puts you in the role of the manager of an interstellar inn located inside of an asteroid. Visitors from around space will come and visit your station. Your job as the manger is to balance the workings of the station and make sure that no visitor leaves dissatisfied.

I worked on the game as a programmer and designer. I especially worked with the designers to ideate, prototype and play-test their ideas. I also worked on delivering these ideas to the other programmers for them to work on.
The game was made in around 4 months for the Game Project Course at the IT University.