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Pass On

Main Tasks

Designing the first few tutorial levels, gradually teaching the player the base mechanics of the game.

Designing unique levels with different difficulties spread throughout the game.

Set dressing some of the levels and each checkpoint with unique scenes.

Made by

Programmers:

Axel Melkersson
Benediktas Vilkelis
Daniel Jonsson
Denise Broste
Linnea Almlöf
Theo Björkhem


Level Designers:
Alexandra Kervefors
Hannes Gille
Henrik Ek

 

Graphics:

Deniz Serinkaya

Erik Bautista

John Atterstig

Kei Mak

 

Music:

Alexandra Kervefors.

Summary

2D platformer inspired by Celeste and Ori and the Blind Forest. 

Made using TGA 2D and tiled

 

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Thoughts

I really enjoyed this project, and working on a 2D platformer was a lot of fun.
I found myself sitting there experimenting with the tileset trying to figure out how I could use it to 110%.
It really felt like my 500+ hours building in Terraria came in handy.

 

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Dust

Summary

Find the solution to unlock the tower and free the spirits trapped within.
An open world exploration game with puzzle elements. Inspired by Journey and Pathless and made in Unreal Engine 4.

 


 

Made By

Programmers:

Oskar Emanuelsson
Denise Bröste
André Bruce
Emanuel Niklasson


Level Designers:

Vilgot Larsson
Isak Jansson
Henrik Ek

 

Graphics:
 

Isac Selander
Aron Kristjánsson
Deniz Serinkaya
Oliver Sedvall

Main Tasks

Particle effects
Creating particle effects for the player and environment using niagara.

World designing
Sculpting the landscape creating good sightlines between key locations and sand dunes for the player to ''surf'' on throughout the world.

Set dressing
Decorating exterior for some of the puzzle areas.

Placing foliage in logical areas, for example next to the river and in slightly shaded areas.

Creating Puzzles/challenges

Made one jumping challenge as part of a massive waterfall where the player has to use its scan ability to revile floating platforms to jump on.
I also made a puzzle where the player has to navigate through deadly fog that is only visible for a few seconds after getting hit by the same scan ability.

Thoughts
 

First time working as a group in Unreal Engine 4.
It was a fun experience using more of UE4's potential and being able to focus in on one thing compared to when I'm doing individual projects.

Also my first time doing particle effects in niagara, something I've been wanting to do for a while. I went through and used several iterations of sprite sheets as i wanted to use the flip booking function to get nice variation in the particles. it was also my first time making sprite sheets but it turned out pretty good i think.

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Niagara

During this project i worked with niagara for the first time making all sorts of particle effects. Everything from player effects such as dust kicking up after landing a jump or sprinting full speed to environmental hazards and ambient effects.

Above you can see the player effects, dust kicking up when going full speed and when landing a jump.

On the left you can see what we called the death fog, an environmental hazard that is only visible for a few seconds  after the player does a scan of the area.
this was made possible by creating readable variables for the fog opacity.

If the player enters the fog they take damage over time.



Both of these effects use the same flip booking method for the sprites, with a sprite sheet i made myself using Paint.net

 

Above are some ''ambient'' environmental effects,
On the left side the splashing and steaming of waterfalls.

On the right there is sand blowing in the wind and falling off the structures in the background

 

Above there's a light effect i made to make to accent the elevator a bit.

On the left i got some fires, these went through several iterations as i never got a flame i was happy with and i ended up. Even the final version im not to happy with.

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