Ghoulies

Ghoulies is an alternate reality, ghost hunting game for teens, ages 13-16. The players use their smartphones to battle and collect different ghosts and supernatural beings, the so called Ghouls. Ghoulies make use of various smartphone functions, such as the GPS, gyro and camera to put the player in the middle of an exciting game world, right between reality and fiction.

Ghoulies on the Gotland Game Conference 2013 show floor
Ghoulies on the Gotland Game Conference 2013 show floor
Ghoulies on the Gotland Game Conference 2013 show floor
Ghoulies on the Gotland Game Conference 2013 show floor
Ghoulies was awarded Best Second Year project at <a href="http://www.gotlandgameconference.com/2013/">Gotland Game Conference 2013</a>.
Ghoulies was awarded Best Second Year project at Gotland Game Conference 2013.
Ghoulies was awarded Best Second Year project at <a href="http://www.gotlandgameconference.com/2013/">Gotland Game Conference 2013</a>.
Ghoulies was awarded Best Second Year project at Gotland Game Conference 2013.

Team:

  • Lee Kåberg – Producer/Artist
  • Daniel Polgar – Lead designer/Artist
  • Therése Pierrau – Lead Art
  • Tove Ahlgren – Artist
  • Johan Holm – Lead Sound/Artist
  • Max Barnell – Lead Code
  • Kevin Frender Berglund – Coder
  • Marcus Brännfors ( External ) – Music
  • Marcus Sjöblom ( External ) – Music/Sound

The game is developed for android, and will be playable on pads and smartphones. The tools we have used for coding the game is Eclipse and Java. For the graphics we have been using 3Ds Max, Adobe Photoshop, Adobe After Effects. For the sounds and music Reason and Goldwave.

Ström


“Uncover the secret power of Ström in an ancient temple ruin, as a young girl on her rite of passage.”

The player controls the avatar Lume, as well as the mechanic of Ström transfer, which is the ability to switch states between objects within range of the avatar, for example dragging Ström from a moving creature to a static one. The player has to solve puzzles and move through obstacles by thinking logically and observing the surroundings. The goal is to evolve the Ström mechanic in order to complete all the levels in a linear fashion.

Ström on the Gotland Game Conference 2013 showfloor
Ström on the Gotland Game Conference 2013 showfloor
Ström on the Gotland Game Conference 2013 showfloor
Ström on the Gotland Game Conference 2013 showfloor

Team:

  • Hannah Idén Gustafsson – Producer
  • Hanna Eriksson – Artist
  • Karl-Johan Thole – Artist
  • Andreas Mikko – Programmer
  • Linus Eriksson – Programmer

Yomi’s Bubble Adventure

It is a puzzle game based on soap bubbles. Yomi is a character who has a bubble device, which they use to blow magical soap bubbles, which are used to help Yomi find their way through the world to help the different creatures that live there.

Yomi Concept Art

Team

  • Jens “Tiny” Berglind – Producer, Programmer and Level Designer
  • Olof Wallentin – Lead Programmer
  • Anders Ekdahl – Programmer
  • Herman “Hedning” Rödström – Programmer
  • Pontus “Lillis” Fredriksson – Lead Designer, 3D Animator, 3D Artist, Level Designer and Audio Designer
  • Hannes “Huntas” Freiman – Lead Artist and Level Designer
  • Johanna Brate Sjögren – Artist
  • Alexandra Aasen – Artist
  • Daniel Råström – 3D Artist
  • Robin Powell – Lead Animator and 3D Artist

Mastodon Metal Mayhem

Take control over a prehistoric monster, and destroy everything in your path with the help of your primal strength and toughness. In Mastodon Metal Mayhem, your goal is to wreck as much havoc as you can within the time limit. To give you that extra destructive power, pick up Gatling-guns, freeze rays and missiles. Get the highest scores, show who is the best at destruction. Refine your destruction in single player, or destroy the city with a friend in Multiplayer. Show them who’s the best at Mayhem. Wreck havoc!

The Game will challenge the players coordination-ability, giving the player challenges as avoiding obstacles in the course, either as redirecting the course, or shooting them down, depending on the obstacle.

The player will be able to collect schematics during the game, which will enable the player to make special upgrades to the mammoth. By collecting these, the player will have the ability to unlock hidden areas in the levels, which the player wouldn’t be able to access without said upgrades.

Team:

  • Rikard Dahlberg – Lead Game Designer / Artist
  • Gustaf Nerström – Lead Game Designer / Sound
  • Niclas Jorvid – Artist / Web
  • Christoffer Solgevik – Artist
  • Erik Rosenborg – Artist
  • Rickard Hagström –  Artist
  • Daniel Andersson – Producer / Programmer
  • Emund Sandelin – Lead Programmer
  • Elias Lundgren Kuosmonen – Programmer
  • Josefine Fahlström – Programmer