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This website is a true W.I.P ... Come back later to see a portfolio of my work, an introduction of me as a person, as well as some contact information, and whatever else I might come up with!


Scalien Abduction: Theory and Practice of Game Design and Development > >

On the 6th semester of Medialogy, I attended the "Theory and Practice of Game Design and Development" course, and as part of that, helped develop a first-person puzzle platformer.

In this game, you are stuck on an alien space-ship, and must utilize alien scaling technology to traverse the levels to hopefully return home. It features three levels of increasing difficulty, and is made in a playful cartoony artstyle with an ominous twist.


It was made in Unity using LWRP, sounds were made in Reaper and textures in Photoshop/Krita.

My main roles in the development was sound-design, the player traversal, as well as texture/2D art creation. I also played a major role in the level design and concept development.

< < BCIce Skater: A look into the Brain-Computer-Interface and difficulty adjustment

Following the dive into VR and Vergence Accommodation conflicts, the next challenge became BCI, using EEG to control a game, which is currently being researched and tested as a platform for rehabilitation of motor impaired patients due to neural- or nerve-damage.

One of the main issues currently faced, is a poor recall rate due to signal noise.
In an attempt to alleviate this hardware-facing problem, researchers have looked into different ways of developing around this limitation, this project was one such attempt.

Due to COVID-19, a BCI-emulator was used in lieu of proper BCI hardware, and the focus was mainly put on dynamically changing the difficulty of the game to match user performance.
This was done in an attempt to alleviate some of the frustration that arises as a result of some input being erroneously detected, potentially leading to failure in the game.

VR Puzzle: Examining Vergence Accommodation Conflicts > >

Since the resurgence of virtual reality following the Oculus Rift Kickstarter in 2012, a lot of good practices has been established for making VR games.

One aspect that has seen a lot of improvement over the years, primarily due to the poor fit of traditional practices for VR, is UI and the HUD.

In this project, the focus was on conflicts between the depth of world-space-objects, and the HUD, leading to eyestrain due to rapid focus-switching between the two focal planes.

In order to test a solution of dynamically moving the perceived depth of the HUD through stereopsis, a VR Puzzle Game was made to force players to constantly switch focus between puzzle pieces at different depths, and the HUD, which would change perceived depth depending on the puzzle piece in focus.

< < UniTD: A Physical Tower Defense using Computer Vision

Most of my game development (and programming) experience has been through working in Unity.

As such, when my group was tasked with making a project focused on computer vision and HCI my thoughts quickly turned to games, and what kind of game the computer had enabled, that would be unfeasible in a board-game (i.e. physical) form factor.

We settled on making a Tower Defense game that would register physical towers and enable interaction with a digital game on a screen placed as a game board.

The computer vision was done in Python, through the OpenCV library, which relied on template matching to identify and place unique symbols on an in-game grid.

Pong: Worms'n'Egg Edition > >

Tennis for Two, the spititual precursor to the well known "Pong", was perhaps the first video game ever made, and was created in 1958 by physicist William Higinbotham.

Now, i'm no physicist, but technology has come a long way since the late 50's,
so I thought it would be neat that my first ever game would mimick the same gameplay as Higinbothams, and Pong.

"Pong: Worms'n'Egg Edition" was made in Processing as part of my first programming course on the first semester of Medialogy, and as such is written in Java.


It features two silk-worms each trying their hardest not to end up with a ready-to-hatch egg in their tree, lest they'll get eaten soon.