Grave Call

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.

Awards: Grave Call won the Innovation Award at Gotland Game Conference 2017 and was one of twenty games from around to the world to be selected for alt.ctl.GDC 2018. Check out their pre-GDC interview over on Gamasutra: Alt.Ctrl.GDC Showcase: Grave Call

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!

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.

Yo! Bartender! at the Gotland Game Conference 2017

Yo, Bartender! was selected for the 2018 alt.ctrl.GDC showcase in San Francisco, and the team were interviewed on Gamasutra – Alt.Ctrl.GDC Showcase: Yo, Bartender.

Producer: Raoul Man
Lead Designer: Christian Bång
Lead Code: Jacob Lindberg
Lead Art: Alexander Sjöberg
Lead Sound: Jakob Hansen
Lead Tech: Alexandru Capşa
Programmer: Thomas Cairns

The Fiddler

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.

DynaMime on the Gotland Game Conference 2017 showfloor
DynaMime on the Gotland Game Conference 2017 showfloor

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