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/

Deep Ocean

Deep Ocean is a Myst-like adventure game, featuring a very atmospheric 2D style and a thrilling narrative.

Deep Ocean at the Gotland Game Awards 2008 show floor. (Carl Horned and Pernilla Sparrhult)

The story centres around a deep sea diver, stranded on the bottom of the Pacific Ocean. You must guide him safely back to the surface, using the onboard comlink. Following along through the divers camera, you’ll both be making a disturbing exploration of the seabed…

Deep Ocean was awarded “Best Arcade Game” at Gotland Game Awards 2008.

Pernilla Sparrhult at the Gotland Game Awards 2008

Pernilla Sparrhult and Daniel Andersson at the Gotland Game Awards 2008

Team:
Producer (2D art): Pernilla Sparrhult
Lead 3D, Level design/Script: Peter Flink
Lead Programming: Carl Horned
Lead 2D: Lotta Tjernström
Animator (Script): Daniel Andersson

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.