Gravity Sling

Filed under: Projects » Arcades and physical in 2016. Tagged: 1st year, GGC 2016
Print This

Gravity Sling is dodgeball in space, using gravity to fling projectiles at your opponent.

You play as one of two stars and your goal is to obliterate the other star by throwing poor unsuspecting planets right at them.

Gravity Sling is made in Unity.

Sakarias Ståhl – Producer
Sebastian Engstrand – Lead Design
Martin Månsson – Lead Art
Adrian Hedqvist – Lead Programmer
Peter Eriksson – Lead Tech


Filed under: Projects » Arcades and physical in 2016. Tagged: 1st year, GGC 2016
Print This

In Trust, you are two children trapped in a mysterious forest. For gameplay, human interaction is key. You need to work together to find your way out and overcome your fears by having constant contact with the other player.

Trust is developed in Unity, and the art in Photoshop. The artstyle is inspired by John Bauer and old fairytales.

Thea Falkenmark – Producer
Amanda Svensson Alavi – Lead Art
Joni Nikander – Lead Programmer
Niclas Nordberg – Lead Designer
Matti Johansson – Lead Tech
Gustav Larsson – Lead Narrative

Adventures in Space and Slime

Filed under: Projects » 3D games in 2016. Tagged: 2nd year, GGC 2016
Print This

Adventures in Space and Slime is an open world, 3d platformer that engages players through exploration and creative puzzle solving.

You play as a trio of slimes who have suffered a teleporter accident and have been stranded in a perilous alien world.

Using combinations of each of the three characters’ special abilities and attributes, you must find and collect the scattered remains of your teleporter in your quest to return home!

The player overcomes challenges in the game world by swapping out which of the three characters they currently control, and recalling the others to the character currently being controlled, in order to make use of each of the slimes’ special abilities.

The game is created in Unity 5.4.3, coded in MSVS13, with assets created in Maya and 3DSMax.

Producer & Programmer: Dee Majek
Lead Designer: Pontus Hassis
Lead Programmer: Simon Lundgren
Lead Artist: Joakim W. Andersson
Programmer: Stefan Ekdahl
Artist: Markus Holm


Filed under: Projects » 3D games in 2016. Tagged: 2nd year, GGC 2016, winners 2016
Print This

Slumber is a game for smartphones and tablets which is designed to help the player sleep better. You play as a nudibranch exploring a large and interactive ocean inhabited by friendly fish and creatures. The visual style of the game is dark and avoids colours in the blue spectrum in order to help the player feel sleepy. It is developed in Unity, using Maya and 3DS Max for the meshes and animations, as well as Photoshop for textures.

Emil Elthammar: Music, Programmer
Evelina Foxberg: Producer, Artist
Sebastian Larsson: Lead design, Artist
Erik Lindgren: Lead code
Danielle Unéus: Lead artist

The Slumber team won Best Presentation at the Gotland Game Conference 2016!

Robull Rumble

Filed under: Projects » Arcades and physical in 2016. Tagged: 1st year, GGC 2016
Print This

Robull Rumble is an two versus two player avatar based arcade game where one person on each team is assigned the task of steering their mechanical bull, and the other person is assigned the task as an repairman that tries to keep their bull alive by the use of percussive maintenance (Hitting stuff until it works again).

Each team fights one another by charging up their bulls’ speed to then launch themselves forward trying to tackle into the opponent’s bull whilst trying not to run into the arena’s surrounding walls as well as other obstacles.

Robull Rumble is programmed in Unity.

Emil Wahlund – Producer
Maximilian Bergström – Lead Design & Lead Art
Johan Persson – Lead Programmer
Tove Hende – Lead Tech
Emmanuel Hultkrantz – Lead Sound & QA
Jakob Sthillert – QA


Filed under: Projects » 2D games in 2016. Tagged: 2nd year, GGC 2016
Print This

F.R.A.U.S is a highly intelligent virus created solely to infiltrate rogue operations and companies to take
them down from the inside. You play as the AI virus F.R.A.U.S.

In the vertical slice you have been sent to infiltrate an underground research facility performing unethical and immoral research on human subjects.

It is your goal to rescue the prisoners and take them to safety all whilst maintaining your cover within the computer mainframe. If you get discovered you will lose access to the facilities computer mainframe and be unable to rescue the prisoners.

Tools used: Unity, Blender, SourceTree, Microsoft Visual Studios

Adam Salonen – Producer & Environment Artist
Morgan Nilsson – Lead Art & Character/Animator Artist
Andreas Lundmark – Technical Artist & Programmer
Ara Mohammad – Lead Designer & Level Designer
David Eliasson – Scrummaster & Programmer
Folke Stovring Nielsen – Lead Code & AI Programmer