Adventure League

Adventure League at GGC 2011

Join the Adventure League today, in our grand ambition to explore the entire world!

Our brave Adventurers work day and night to seek out and explore every deep cave and ancient temple imaginable. The findings are reported back to our
Headquarters where everything is properly documented and indexed in our huge archives! But the far corners of the unexplored world are no safe places for our Adventurers! Many dangers lurk on the path to knowledge and enlightenment! Are you ready to step up to the task and carry our flag throughout the entire world as a proud Adventurer?

What is Adventure League?
Adventure League is a Four player game where you play the part of an employee in the League. Together with three friends you equip yourself with items that can help you explore the ruins of ancient civilisations. In these ruins you will encounter traps and puzzles that needs to be solved to adventure forth. But you can’t do it alone, many of the traps and puzzles needs the entire group to cooperate to be solved. So gather up a group of friends and head out for adventure!

Some of the programs we have used for the making of Adventure League are UDK, 3Ds Max and Photoshop.

Visit our website for more info

Adventure League Poster

Awards: Adventure League won the Pwnage Award at Gotland Game Conference 2011.

Marcus Petersson – Producer
Niklas Hallin – Artist
Alexander Lusth – Artist
John Friederich – Sound and technical
Per Lingvall – Technical
Johan Sköld – Programmer
Erika Andersson Porath – TBD
Alexander Karlsson – Music and programmer

Project Aron

Project Aron is a first-person fighting game which employs a tactical use of elemental magic in a competitive multiplayer environment. Movement becomes a essential part of this gameplay, and the environments are encompassed by the concept of truly free movement and maneuvrability.

The first iteration of the game focuses only on player movement and controls, and will thus be a time trial only variant of it.

Engine: Unreal Development Kit
Platform: PC

* (Project Lead) Tobias ‘Dopefish’ Lundmark
* (Lead Programmer) Firtina ‘toxicFork’ Ozbalikci
* (Lead Sound Designer) Seann ‘Big Dirty’ Maria
* (Sound Designer) Hrishikesh ‘Rishi’ Dani
* (Environment Artist) Jonathan Armstrong
* (Level Designer) Matt Lefevere
* (Character Concept Artist) Patryk ‘CZERW’ Reczko
* (Character Modeler) Matthew ‘Lapis’ Tan
* (Writer) Andrew Dobbs


Tired of always having to play the nice guy? To help every stranger you meet with petty problems? Well then you are in luck! Overkill is an epic hack’n’slash adventure where you and your friends get to play as evil overlords, desperate to rid the world of its cute and loving ways.

Overkill is played cooperatively by 1-4 players. A free-flow combat system with character specific skills creates intense and varying battles. Gather epic loot while slaying hordes of enemies and unlock new content by complete hidden side quests on every level.

Overkill won the Public Choice Award at the Gotland Game Conference 2011.

Jerry Jonsson – Producer
Fredrik Nes Sjödin – Lead Programmer
Vilya Svensson – Lead Art
Fred Ström – Animator/Character Modeler
Mika Edström – 3D Modeler
Jonathan Nilsson – 2D artist
Tobias Skogdalen – Programmer
Teddy Sjöström – Programmer
Björn Tarras – Music and Sound Director

Made in: Unity, 3D, PC, C#, 3Ds Max, Adobe Photoshop

Victorious Skies (2011)

A competitive game of real-time strategy, inspired by great naval engagements such as the battle of Jutland and Lissa. Players will control squadrons, joining under one of two factions’ banner with up to as many as four players, and engage in battles of epic proportions!

Victorious skies uses the Unity 3.0 Engine, and is developed by third-year students attending the University of Gotland’s GAME programmes.

Awards: Victorious Skies won the Cha-Ching!-award (most commercially viable) at the Gotland Game Conference 2011.

Jonatan Hagström – 3D Modeller and Sound Artist,
Rickard Folland – Lead Designer and Concept Artist and Gameplay Designer
Esteban Soto – Lead Art
Simon Öhman – Technical Artist
Ruben Johansson – 2D Artist and 3D Artist
Alexander Oltner – Lead Level Designer and Gameplay Designer
Mikael Gullberg – Lead Programmer
Thomas Appelberg – Programmer