Introduction

This site is about games, drawings and projects I have worked on, it is both a way to show some cool stuff I have made, organize my memories and to hopefully inspire others!

Hobby Projects

OwlBox - Fantasy Gaming System

What I did -> Coding (GDScript), 2D Graphics, 3D Graphics, Sound, Level design, Game Design
Made with -> Godot Game Engine
When -> 2024 - now
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Owlbox is a solution to a problem no game or software developer has ever had, over scoped and over ambitious projects.

After spending about 4 years of my free time making Fisk, I realized I would never be "done" with it (my husband finally convinced me).
It was a painful realization.

Fisk was overscoped, to big, to free spirited and to technically complicated to work.
So I put it on the shelf. (It still hurts).

The concept of Owlbox was born soon after, a "fake" gaming console where the games would be small enough in scope form me to actually be able to finish them.
After a false start with Owl Bottlecap Mania (which was right before Owlbox and was suppose to be much bigger), I started with Owlbox, redesigned Owl Bottlecap Mania and pushed it into the Owlbox!

After that I timeboxed my next project Owlboxer to only take a week! I made it!

Then I made Legends of Owltopia in only 5 months! Success!
I was also able to get a publishing deal with the Zoom Platform! (Amazing people to work with btw!)

The plan to make smaller scoped games and to timebox them was a huge success and more games are coming!

Games currently included in Owlbox are:
  • Legends of Owltopia: The Quest for Mr. Owl
  • OwlBoxer
  • Owl Bottlecap Mania

DungEd

What I did -> Coding (GDscript), 2D graphics, Design
Made with -> Godot Game Engine
When -> 2024
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Screenshots from early development:
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DungEd is a dungeon crawler level editor I made for use in the development of the game "Legends of Owltopia: The Quest for Mr.Owl".

A lot of inspiration for how it works came from the editors to the games Legend of Grimrock and Legend of Grimrock 2. (GREAT games btw, you should buy and play them!)

It uses a *.json based map format for easy readability and debuging.

I was thinking about releasing it togheter with Owlbox so that people could do their own adventures for Legends of Owltopia, but it felt a bit overkill given the scope of Legends of Owltopia.
Ok sure, if a million people suddenly plays Legends of Owltopia and demands it, I will probably change my mind, even though it would require some update to Legends of Owltopia to handle more than one adventure.

I am quite proud of it and because of it's ease of use Legends of Owltopia has 50 levels!

It was quite a challenge to get everything working with UI/UX and since the focus was usability, beauty had to take a backseat.
I'm not saying it is ugly (ok it is ugly), but it is not really a looker either!

Programmer art is the only TRUE art anyways, and colors are stupid!

Fisk

What I did -> Coding (GDScript), 2D Graphics, 3D Graphics, Sound, Level design, Game Design
Made with -> Godot Game Engine
When -> 2021 - 2024
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Fisk is a Lovecraftian, Survival-horror, Underwater, Open World, FPS, made in Godot.

I Worked on Fisk from 2021 to the end of 2024.
It was quite a "hippie" style project. No real guardrails except what I thought would be cool.

The result was not that unexpected with feature creep and scope creep soon kicking in, making it very frustrating to work on.

Still there is some cool stuff in there and you can still download it from fiskthegame.com.

Features:
  • Procedurally generated world! No game is the same!
  • Discover and fight exotic creatures!
  • Use your cool submarine to explore the world!
  • Explore, Find cool things, upgrade your gear, explore deeper

Beyond Horror

What I did -> Coding (C#, GDScript), 2D Graphics, 3D Graphics, Sound, Level design,
Made with -> Unity, Godot Game Engine
When -> 2018 - 2021
Screenshots from the newer Godot version:
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Screenshots from the older Unity version:
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Around 2018 I decided was gonna make my own boomer shooter with black jack and hookers!
It was gonna be like Blood, except I would make it even cooler! (An impossible task)
So I started a new Unity project and got to work!

At some point Godot came into my radar and I decided to port everything to Godot instead, but then I ditched the photo sprites and went to full 3D for all objects.

In retrospect it just didn't feel very unique, but it felt very much like a Blood clone. (It even had some ripped cultist placeholder graphics in the unity version.)
I guess I just missed Blood a lot and that was fixed with the Nightdive release of the Blood remaster in 2019.

I came quite far, and I don't remember, but I suspect that I had overscoped and fatigue had set in, so at some point I stopped working on it and moved on.
It was not that much soon after I overscope again when I worked on Fisk, but that is another story...

It was very educational to work on Beyond Horror though AND it even got featured in e1m1 magazine!
(Or it was suppose to anyway, I don't remember if it actually got featured)

Sea of Blood

What I did -> Level design
Made with -> DoomBuilder
When -> 2020
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A Doom 2 map - Made for the MAYhem 2020 challenge with 20 sectors limitation
Doomworld Forum - MAYhem: 2020 Edition - On Idgames!

Most definitely my best looking Doom map so far with lots of round corners and such.

Datacenter

What I did -> Level design
Made with -> DoomBuilder
When -> 2016
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Map09 I made for the FreeDoom Phase 2 project in 2016.
It was a nice challenge and came with some limitations.

7 Sins

What I did -> Level design
Made with -> DoomBuilder
When -> 2015
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My first Doom 2 map from 2015! A HUGE map with 7 distinct areas.

I have always loved HUGE maps and that is what I decide to do with this one!
It takes over 1 hour to complete, probably more!

In retrospect this was probably not very smart considering it was my first map.

Zombie Mastermind: Mayhem of Doom

What I did -> Coding (C#), Level design, Game Design
Made with -> Unity 5
When -> 2015
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Zombie Mastermind: Mayhem of Doom is a gory puzzle/lemmings like game for Android I developed togheter with a friend.

Created in Unity 5 and coded in C#.
The game was made from scratch and I coded, designed and created the levels.

I spent so much time making the gore look really cool in this game.

Putting togheter a natural progression for the game and challenge as also a real...challenge, but it was fun project to work on!

Made in 2015.

PrisonGrind

What I did -> Coding (Java), 2D Graphics, 3D Graphics, Sound, Level design, Game Design
Made with -> Java, LWJGL, JBullet, LuaJava
When -> 2013
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You are a criminal. You are in prison. You must sit off your punishment or die.

PrisonGrind is a mockery of modern first person shooters and linear games in general. PrisonGrind tries to achieve this by being extremely repetitive and linear. PrisonGrind give the player few meaningful choices and useless rewards for doing what he/she is told.

A game I made around 2013 in Java using Trashcan Game Engine (TGE)

It was a nice way to actually do something with my engine and I enjoyed working on it!

The Music was made by Anders Löwgren.

REVolution

What I did -> Coding (Java), 2D Graphics, Design, Sounds
Made with -> Java, LWJGL
When -> 2013
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This was my first "game jam like" project.
The idea was do do something in a very short time. I think it was 48 hours.

The result was a very VERY short walking simulator about revolutions or something.

I must have thought I was super deep when I did it, now it is most likely just considered at bit cringe.

I made this in 2013, but it feels like much longer ago.

Trashcan Game Engine (TGE)

What I did -> Coding (Java), 2D Graphics, 3D Graphics, Design
Made with -> Java, LWJGL, JBullet, LuaJava
When -> 2011 - 2013
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Trashcan Game Engine (TGE for short) grew out of the UI code I had built around Trashcan 2346 and Swing.

I did eventually add LWJGL to it and made it 3D.
This of course began with the classic 3d cube, then adding textures, sprites, mouse look and fps controls.

Later I added raycasting for shooting weapons and interacting with the environment.
I also added 3d modell import for the obj format, and JBullet for physics.

Other features included (from the read me):
Library resources:
  • 3D Sprites import, Texture import, .obj 3d model import, Font import
Development features:
  • Game file (Lua), Player config file (cfg), Launcher config file (cfg)
Ingame features:
  • Collision detection, Weapon ray (for weapon collision detection), Quake like Console, Log system
Ingame objects:
  • Gravel system, Props system, Primitives, NPCs, 3d tool-tips, Skybox, Simple ground creation
I had plans for an editor but never really got there, so the environment was hardcoded.

I eventually made a game with this engine, PrisonGrind.

Wolfys Mod

What I did -> Coding (DIESEL script), 2D Graphics, Level Design, Game Design
Made with -> Bandits: Phoenix Rising
When -> 2008 - 2009
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A long time ago I had so called "work practice" with my school. (I think I was about 15-16 at the time)
I have always been interesting in making games so I got to practice work at a game publisher called Pan Vision.
It was amazing and they even gave me a motherload of physical games to bring home.
I helped out in the technical support and many other things, but there was one thing that really made an impact on me and that was that I got to beta/alpha test a game called Bandits: Phoenix Rising being made by a company called Grin.
I asked the my mentor Per if he could fix so I got my name in the manual and he said he would think about it!

A copule of months later after the work practice I got a package, it was the game, a cap, a folder, sound track, demo cd, the game and note (I still have that note) that said:

"Look inside the manual! =)"

It was my name, in the manual, under the "Special Thanks" section. I was over the moon.

It makes me emotional just thinking about it to this day!
***

Years later, I don't remember when, but I think I saw the patch 1.1.1 for Bandits come out and I noticed some mod support was being added to the game. I thought this was really cool and started to look into modding it and that is how Wolfys Mod got started.

I did a lot of changes, but I was never able to add new 3d models to the game. There was plugins for Grins later versions of the game engine, but not for the one running Bandits.
Which was a real bummer since I had plans to add new vehicles and even mechs!

Other things I added to the mod included (From the read me):

1 new map:
  • The Village (WIP)
5 new vehicles:
  • Nilsen MK.I. (Tanks) (Custom Sounds)
  • Lucys Car. (Wolfpack)
  • Alpha Car. (Wolfpack)
  • Cougar. (Crusaders)
  • Tomahawk. (Crusaders)
  • Carters Car. (Crusaders)
8 new weapons:
  • Auto Cannon. (Custom Sounds)
  • Battle cannon. (Custom Sounds)
  • Lucys Launcher.
  • Lucys Gun.
  • Tomcat Launcher.
  • A-Bomb Launcher.(Custom particle explosion)
  • Cougar MG.
  • Carter Machine gun. (Carters car + machinegun)
Better Multiplayer:
  • Spectators in multiplayer.
  • Kick function.
In game console (Made from scratch):
  • Cheats.
  • Debug data.
  • Change level.
  • Help.
  • Spawning.
Misc:
  • Support for the Mechwarrior 2 soundtrack.
  • Level selector in the menus.
  • New custom made backgrounds for the menus.
  • Spinning logo!
I even de-compiled the *.exe and wrote a mod manual to make others be able to mod it as well.

Eventually when it got to frustrating not being able to add new 3d models I moved on.
One day I hope that the game will be released on gog.com, Zoom or Steam and that more people can experience the game.
Funny side note, I might be the biggest collector of Bandits Phoenix Rising games and merch in the world:
I own a cap, a folder, sound track cd, demo cd and 25 copies of the game.
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Trashcan 2346

What I did -> Coding (Java), ASCII Graphics
Made with -> Java
When -> 2004, 2009, 2011, 2012
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This was my first game.
This is was a super simple console (cmd) game I made first as an exercise in a programming class in high school.

It later it got fleshed out as an actually game in that same class when we where allowed to make projects.
I wrote it together with a class mate.

Much later I cleaned up the code and wrapped it in some UI (Java Swing).

Humble beginnings indeed.