Fighting Riot

Fighting Riot is mashup between a fighting– and a rythm game. You’re awarded for style rather than gore – clean execution of kicks and punches racks up your style points, allowing you fire off your ultimate attacks. Blocking an ultimate works a lot like Stepmania and similar rythm games, where you have quickly tap the right buttons as indicated by the incoming projectile.

Team:
Jens Hedenskog
Annika Fogelgren
Emma Johansson
Kristoffer Södergren
Daniel “pikka” Andersson
Björn Semb

Blade Story

Blade Story is a 2D platform adventure, much like the modern Mega Man and Metroid games. The trio behind Blade originally set out to produce a 3D animated short, but disaster struck just weeks prior to Gotland Game Awards (fire and electrics were involved…) – and Blade is thus an emergency fallback production.

Talk about panic-oriented programming. 🙂

Team:
Lukas Hägg
Johan Rundkvist
Ola Persson

Vertigo

Vertigo is an adrenaline pumping platform racing game for up to 4 players. The game is about getting yourself from start to finish as fast as possible, and the trick is to chain powerups. Powerups make you go faster and faster, and you want to grab a new powerup before the effect of the previous one fades.

Vertigo won the “Pwnage Award” (best at show, all categories) at Gotland Game Awards 2008. And the team went on to create their own company called Run Jump Duck Entertainment. It was nominated for “Game of the Year” and “Best XNA game” in the 2009 Swedish Game Awards, and for “Best New Nordic Talent” at the Nordic Game Conference in 2009.

The game was released on Xbox LIVE Community Games in the summer of 2009.

Team:
Producer: Max Tiilikainen
Lead Programmer: Daniel Martis
Graphics, Animation: Povel Gulin
Programmer: Olof Ahlberg
Website: http://www.vertigogame.com/

Introduction to game development (2008)

Introduction to game development is a course in production methodology taken by all GAME-students in their first semester. That’s 85 freshly green artists and programmers, all producing a game within a few weeks. Since 2006 we’re utilizing SCRUM and using Torque Game Builder for quick production, and fence students into the space shooter genre to avoid spending too much time on R&D. Despite these severe limitation (or perhaps, thanks to?) the students consistently manage to surprise us with their creative exploration of the problem space.