Jazz of the Underground

Jazz of the Underground is a 2.5D game, where you will travel through the sewers of a big city set in the 1920’s, solving puzzles using the power of jazz. The core mechanic of the game is the ability to play different songs that you can use to control the environment, such as rats and alligators which will play a crucial role in solving the puzzle and progressing through the sewers. Sporting a black & white art style inspired by cartoons from the 1920’s mixing a both a 3D environment and with 2D assets. Utilising camera work remenising of old style puzzle games seperating rooms into distinct areas. Using music we hope to illuminate a journey through an eery old sewer into a relaxing and jazzy experience.

Team The Fellows:

  • Love Fried
  • Napat Ussawajaruwan
  • Levi Hammeleff
  • Kryštof Hadrousek

R:EON

R:EON was made by 4 people for a production thesis that researches the communication of narrative through environment and architecture in a fast-paced first-person game. Developed in Unreal Engine 5, it features a fast-paced chase where the player must escape the ever-present threat of an abstract creature. The gameplay revolves around precision-based platforming and quick thinking. Visually, it relies heavily on post-processing and particles to create a unique visual style. The environment draws inspiration from brutalist architecture and its design philosophy centered around a lack of individualism. The narrative centers on escaping a world previously inhabited by a society controlled by a totalitarian government and retrieving a powerful artifact to open a gate to freedom. The design goal of the game is to induce anxiety and stress through semi-distorted visuals and a sense of insignificance and melancholy through the scale and connotation of the environment.

The thesis is available on DiVA: Enhancing Attention to Environmental Narrative in Fast-Paced First-Person Gaming: A case study of Project Chaser

Team 21:

  • Faruk Osmanagaoglu
  • Tiger Sun
  • André Fuladianpour Dahl
  • Jacob Bekele Jansson

Joust Royale

Experience a new kind of jousting in Joust Royale! Battle up to four players locally on your couch in this comically twisted version of medieval jousting. Shields up, lance up and mount a gastropod to become victorious. Royal Features: – Charge at your opponents, aim, and strike them with your lance! – Precisely time a powerful swing of your shield to SHATTER your opponent’s lance! – Fabulously customize your mighty gastropod riding knight to your heart’s content! – Explore different game modes with special rules. Find the game mode that you enjoy the most. Could it be stealing plumes from each other, playing until the last man standing, or maybe capturing the golden plume? You joust, you decide! – Saddle up! Not on horses! Riding horses in games is for the common people and we true knights will go riding on speedy-shelled gastropods or snails as you can also call them.

The thesis is available on DiVA: Optimizing Player Engagement Through Iterative Level Design in a Melee-Driven Competitive Party Game

Team Tenebris:

  • Marcus Landley
  • Kit Shing Ieong
  • Henrik Carl Birger Strömberg
  • Adam Lever

Atlantean Descent

Atlantean Descent is a Turn based tactical Roguelike Phone game where the players take the roles of Divers in the search for the Lost city ATLANTIS. You can design what rooms you go through by choosing room cards for your Deck to determine your Run. However; you hold no power over the order the rooms will show up in during your run! Of Course, your Diver needs equipment to face the dangers of the Depths, by buying items with gold. Using these and any other equipment you find on your way you will, with our action point system, move across the hex grid, attack and use items. Earn gold from defeating enemies and gain loot from clearing rooms; Defeat the Boss and be rewarded with the room cards for the next stage of the game, providing more challenges to your run. The lowest difficulty of the rooms in the built deck determines your Entrance Room and Boss Room, so any low difficulty room would give a low difficulty boss. This means that to collect any room card of the 3rd stage, the player must fill their deck with stage 2 cards, giving a 2nd stage boss, rewarding them with a stage 3 room card. Add more cards to your collection, build your deck, and creep closer to the lost city of Atlantis and the unraveling of its mysteries.

Team Cool Shark Games:

  • Hanna Eriksson
  • Birk Vanrillaer
  • Gustaf Styf
  • Philip Blom
  • Jacob Engelhardt
  • Adarsh Kumar
  • Hannah Rydberg
  • Federico Noghera
  • Mirjam Bäck
  • Viktor Ebeling
  • Sam Nilsson
  • Joel Owén