Paraquatic

You are the bell diver, a crew member aboard one of the company’s most advanced ships, The Trident. Your task is to pilot a diving bell into deep waters by interacting with a physical booth flush with levers, valves, and gauges. Several unique systems maintain the vessel, and must remain functional in order for the expedition to be successful. It is up to the skills and choices of the player to balance power, use resources economically, and stave off the overwhelming dangers of the depths and its denizens to get home safe.

Team:

  • Evan Aalami – Graphics & Producer
  • Jiahe – 2D graphics & Concept Art
  • Alex – 3D Environmental Art
  • Joey – Programming, Engineering, Electronics, 3D art
  • Anton – Lead Hardware Director, QA, Level design, Audio
  • Jazzy – Project Manager, Audio
  • Raj – External Helper

Gold Fishing

The game is played during a time limit.​ In this time, the player’s goal is to collect as many bags as possible.​ Bags can be collected with the fishing rod while the dragon is asleep.​ When the dragon is awake, the player must hide using the curtain in front of them until the dragon falls back asleep.​ At the end of the game, the number of bags collected are then calculated into a final score.​

Team:

  • Jacob Engelhardt – Product Owner, Programmer
  • Aaditya Kalluri – Project Manager, Build Responsible
  • Adarsh Kumar – Lead Programmer
  • Moa Carnbro – Lead Animator
  • Essi Hirvioja – Lead Background Artist
  • Vlad Ionut Lupu – Builder
  • Wilma Svensson – QA

Leviathan

Leviathan is a first-person narrative-driven 3D adventure-puzzle game. Explore a surreal world and solve environmental challenges in order to discover more of this strange world, and of the creatures that infect it. Players are guided through different districts and experience illusions and non-euclidean elements which confront their perception of the world around them. Players’ problem-solving skills will be challenged, and their attention to detail rewarded.

Team:

  • Nikita Molin-Thogersen – Creative Director, Artist
  • Lukas Wolf – Project Manager, Scrum Master
  • Elnara Biekirova – Programmer
  • Nikita Krivosein – Programmer
  • Bozidar Jankovic – Programmer
  • Karl Nyström – Lead Level Designer
  • Arda Boyacioglu – Artist
  • Aleksandr Poliakov – Narrative, Project Manager

all the way home

As you step out of your friend’s house, the night air chills you to the bone. Your heart races as you realize the street is empty and silent. The only light is the flickering of a nearby streetlamp. You have just watched a horror movie with a friend, and now you are on your own. Your goal is simple: find your way home. As you navigate through the gothic town, the darkness seems to swallow you whole. Let the light guide you to safety.

All the way home is a 3D horror survival game for PC, set in an autumn night in a town built up by cobblestone streets, gothic architecture, and a dark, foggy atmosphere. As the playable protagonist, you are a small child wandering through the night with the goal of coming home safely. The more the shadows hit you, the more surreal and hostile the world become. To survive, you must manage your resources carefully, including stamina, flashlight battery, and clarity. The town changes dynamically based on your clarity level, adding an extra layer of challenge to your journey.

All the way home was created by Tenebris using Unity 3D game engine, Blender for the graphics, Plastic SCM as our version control, Jira as our planning tool, and F-mod for sound and music. We modified free assets to create a unique soundscape that immerses you in the game’s terrifying world.

Will you make it All the way home?

Team:

  • Daria Shpak – UI & Character Artist
  • Eero Mutka – Technical Sound Designer
  • Henrik Strömberg – Programmer & Designer
  • Kit Shing Ieong – Programmer & Designer
  • Marcus Landley – Project Manager & Designer
  • Samuel Sandvik – Environment Artist
  • Sarah Petterson – Character Artist & Animator