Snowdown

Penguins, snowball cannons and a massive ego. This is an arcade game where penguins defeat each other with big fancy cannons in a competitive showdown.

A penguin with a snow cannon represents the player inside the game world. Each player starts with a certain amount of ammunition in their cannon and starts shooting at each other while dodging the other players’ shots. When a player presses the shoot button on the cannon input, a snowball is also fired in the game. To aim where you shoot the snowball, the player must rotate their physical cannon. The ammunition can be reloaded by putting “snowballs” through a tube. When a player runs out of ammunition, they then make the decision to either run to the “snowball” basket for more ammunition and risk getting hit by the enemy or wait until the enemy is out of ammunition themselves and then run to reload.

The game also adds an extra challenge by having randomly spawning covers. The first player to deplete the others health points wins. Some of the more interesting tools we have used include lasers and sensors in order to make the in-game reloading by putting the balls through the tube.

Team:

  • Adam Berghäll – Project manager (SCRUM Master)
  • Daria Dragana Paunchici – Project manager
  • Marika Elisabeth Ohlsson – Game Designer (Product Owner)
  • Fredrik Hansen Azzopardi – Programmer
  • Andreas Hansen – Game Designer
https://www.facebook.com/snowdownthegame/

Marshmallow Bonfire

A game which is meant to motivate people to get over differences and just support each other with their strengths. A dragon and a raccoon use their similarities and their differences to achieve goals they could never reach alone. They drag each other across ground, they cannot walk on. They throw each other on places, they could not reach alone. But most importantly, the raccoon uses his marshmallow collection to create newly reachable paths and the dragon uses his fire to open up paths.

This game got created with Unity, Visual Studio, Photoshop, Illustrator, glue, knives and effort!

Team:

  • Ruta Sapokaite – Programmer and Marketing Designer
  • David Naußed – Scrum Master, Programmer and Marketing Designer
  • Urszula Wasik – Art Director and Game Controls Designer
  • Devon Jokic – Graphics Designer and Film Editor
  • Hampus Paulsen Hansen – Particle Effect Artist and Level Designer
  • Linus de Witt – Social Media and Project Manager
  • Momin Miah Chowdhury – Game Controls Designer and Project Manager
  • Yuhui Gan – Animation Artist and Project Manager

instagram.com/teamloonami/

ReLeap

A 2D side-scroller runner game emphasizing epic leaps that send you soaring through the sky evoking a feeling of freedom and airborne ecstasy.

Re-Leap on the Gotland Game Conference 2018 show floor
Re-Leap on the Gotland Game Conference 2018 show floor

Team:
Isaac Olander – Art
Linda Khamphoukeo – Art
Benjamin Harbakk – Art
Léo Smith – Sound
Wiktor Ravndal – Code
Vidar Grönros – Tech
facebook.com/ReLeapGame/
twitter.com/ReLeapGame

Re-Leap won the Woke Award at the Gotland Game Conference 2018.

Re-Leap won the Woke Award at the Gotland Game Conference 2018. See the jury’s motivation here (41:56). Re-Leap was also one of only 20 games world-wide to be invited to the show floor at alt.ctrl.GDC in San Francisco 2019!

Re-Leap won the Woke Award at the Gotland Game Conference 2018.

Minutes to Mayhem

Minutes to Mayhem is a one versus four asymmetric multiplayer game where Mrs. Margaret Hatchet has to chase out the ghosts haunting her house. Wielding her hatchet her task is to axe the possessed furniture to death. But beware! She has to be careful not to destroy objects that aren’t possessed. She still needs a house to spend her final days in after all! Can you stay sane long enough as Margaret?

Minutes to Mayhem on <a href="http://gotlandgameconference.com/2018/">the Gotland Game Conference 2018</a> show floor.
Minutes to Mayhem on the Gotland Game Conference 2018 show floor.

The ghosts can possess almost everything in the house. It is up to them to wreak as much havoc as they can before Margaret finds them and kills them. Different objects have different characteristics. You want to play as the super fast and slippery soap? No problem! Want to crash the oven into Margaret? No problem! Want to try and blend in in plain sight? Be careful not to get caught! With all these different possibilities, can the ghosts cause enough damage to drive Margaret insane?

Minutes to Mayhem on <a href="http://gotlandgameconference.com/2018/">the Gotland Game Conference 2018</a> show floor.
Minutes to Mayhem on the Gotland Game Conference 2018 show floor.

Minutes to Mayhem on <a href="http://gotlandgameconference.com/2018/">the Gotland Game Conference 2018</a> show floor.
Minutes to Mayhem on the Gotland Game Conference 2018 show floor.

Team:
Alexander Sjöberg – Artist
Elina Marjomaa – Artist
Chantal Blokker – Artist
Jacob Lindberg – Programmer
Leevi Hakala – Programmer
Alexandru Capșa – Programmer/PR
Raoul Man – Producer
Olof Pettersson – Sound
www.facebook.com/krakenuppsala/

Minutes to Mayhem was developed for PC in Unreal using 3DSMax, Substance Painter, Substance Designer, Motion Builder, Photoshop and Visual Studio.

Minutes to Mayhem on <a href="http://gotlandgameconference.com/2018/">the Gotland Game Conference 2018</a> show floor.
Minutes to Mayhem on the Gotland Game Conference 2018 show floor.

Minutes to Mayhem on <a href="http://gotlandgameconference.com/2018/">the Gotland Game Conference 2018</a> show floor.
Minutes to Mayhem on the Gotland Game Conference 2018 show floor.