This is a collection of samples of representative works that I have been involved in creating, either on my own or in teams of people. The majority of my work has been in game design/programming and digital art, with some forays into related fields like level design and interface design.
Master thesis
As the final part of my education, I wrote a thesis on the subject of computer game narratology, entitled Computer-Generated Game Narratives [pdf]. In it, problems unique to generative storytelling for games are discussed, and an algorithm for procedurally creating simple narratives is detailed.
Computer games
Cosmic Invaders
A personal project first conceived in early 2007 and mostly completed within the course of a week. A fun little minigame based on an idea by another indie games programmer, Hamumu. A much improved version is in the works but not yet ready for public release.
This game was coded from scratch by me using the Allegro library in C/C++ using gcc. All graphics were drawn by me, as well. Currently there is only a Windows version of the game, but it is written to be portable and should compile on *nix systems with a few adjustments.
Download: Cosmic Invaders 0.1, ZIP archive — 492.1 KiB
Netherforce
Netherforce is a third-person action/strategy game developed by a team of 6 students—including me—as part of the interactive simulations and games specialization at Chalmers. It was a competitor in the Swedish Game Awards competition in 2007, but did not go to the finals, sadly. I worked as lead design and produced all 2D and interface artwork for the game. I was also responsible for a significant portion of the interface programming.
More screenshots, download links and more information can be found at netherforce.com.
Doomcube
This is a project done as part of a course in Advanced Computer Graphics at Chalmers. It's a solo effort, with gameplay merely being symbolic in order to show off the real purpose of the game: computer graphics. Done in C/C++ with OpenGL using the GLFW framework, Doomcube offers splatting heightmap terrain and reflective/translucent water with simple rippling as well as stables such as a skybox and a particle system. Due to extensive use of GLSL shaders, it requires OpenGL 2.0 support to function.
More screenshots: [1]
Download: Doomcube, RAR archive — 2.3 MiB
Level design
Portal Maps
Portal is quite possibly the best game Valve has ever produced, and there's no way I could resist making a map of my own for it. Called Aperture Discord — Test Chamber 23 (and not to be confused with "Chamber 23", which is an unfortunately-named map by someone else), it sports a variety of fling-related puzzles and meticulous attention to detail. Like all Portal maps, it was made using Valve's Hammer editor.
Download: Aperture Discord .RAR — 4.6 MiB
Web programming and design
Monkeyblah.com
That's this website! Monkeyblah.com is written in PHP, using MySQL for data storage and Smarty for templating. No pre-made solution like Wordpress was used; it is entirely original. All design and layout is also original.
Digital art
I do all my artwork using a Wacom Graphire tablet (an ancient device I endeavour to upgrade as soon as I can). While I also draw on traditional media, doing it digitally is my preferred method. Below is a sample of my work. Click any thumbnail to view a full size version.










