The department of Game Design at Uppsala University, campus Gotland
Category: Arcade games
Arcades and theme park games. The arcades are the first big game project, and thus games in this category are primarily built and developed by first year students. We recommend you use the tag cloud to the right to filter the student work.
Grave Call is a conditional time-based, asymmetrical multiplayer game based on the communication between two players, one is buried alive and the other one is a police Dispatcher. A phone holds clues for the coffin’s location, which has to be identified before the phone battery runs out. Made with Unity.
Producer: Chiara Lorusso
Lead Designer: Mikael Mellros
Lead Programmer: Steven Kolankowski
Programmer: Leo Jansson
Lead Sound: Robin Gerndt
Lead Tech: Mohamad Saleh
Lead Art: Julia Eklund Granstedt
Yo, Bartender! puts you in the shoes of a modern day bartender mixing cocktails in a bustling city. Survive the night rush by mixing and serving as fast as you can while making sure you always have the orders right. Do you have what it takes to be a bartender?
Yo, Bartender! was built for PC using Unity and Photoshop.
The Fiddler is a game about music, and its ability to influence our emotions.Inspired by folktales and children’s stories, the game lets you take the role of a fiddle-playing spirit helping a young girl on her journey to find herself.
You interact with the game by using a simplified fiddle. By playing a combination of notes, you create songs that make characters feel four different emotions: Joy, Anger, Fear, and Sadness. By creating combinations of emotions, you can make characters interact with one another.
Erin Siikavaara – Producer
Baloo Beckman – Lead Programmer
Tobias Holm – Lead Tech & Programmer
Hanna Hagenmalm – Lead Artist
Elin Tvinne Flyg – Lead Sound & Artist
Leo Thyberg – Lead Designer
You are a thief rushing through a mine shaft, tossing and detonating dynamite sticks to fill up your cart with gold. Yet the night is short, hurry up and collect as much gold as possible before sunrise. Timing is crucial! If you detonate the dynamite too early, you fill your cart with worthless stones, but wait too long and you lose your earnings. Perfect timed explosions results in a “Gold Rush” state, which increases the score multiplier and the pace of the game. The final result is a hectic arcade game where you fight for the highest score to become the most wanted.
DynaMine was in developed in Unity. All art was drawn in Photoshop and modelled with Maya. The music and sound effects were made in FL Studio with NI Komplete and implemented with Elias Software.
Marcel Bailleul – Producer,
David Bång – Lead Designer,
Leevi Hakala – Lead Programmer,
Alexander Hjelm – Programmer,
Benjamin Lockwood – Lead Artist,
Elina Marjomaa – Artist,
Mikael Sukoinen – Sound Producer