Projects

Bobble Evolution

School group assignment to do a 3D game based on a 2D classic. In Bubble Evolution you are a little sea creature trying to get to the top of a tower. To your help you have the ability to shoot bubbles, which you can jump onto, dash through and shoot at enemies to capture them.

Team size: 9
Project time: 2 weeks.
Engine: Unity / C#
Role: Programmer - mainly camera movement and shooting mechanic.
My Work: I did the weapon system AKA Bubble Mechanics and interactions, the camera (rotating around the tower, resulting in a 2d game with a 3d aspect, inspired by Fez). I also did a lot of the lighting, sound and managed Perforce, VCS, as well as acted as a unity support person.
Lessons Learned:

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ShmuperHot

ShmuperHot

Space Shoot'Em Up mini game with heavy inspiration from Super Hot in regards of time dilation and slow-motion. Developed as an assignment at Future Games, then ported to Mobile (iOS) through Unity as a side project.

Team size: 1
Project time: 2 weeks
Engine: Unity / C# and XCode / swift
Role: Everything
My Work:
Lessons Learned:

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SubOptimal

SubOptimal is a point and click adventure taking place on a submarine crashed under water. A mysterious asteroid have crashed closed by and weird energy have transformed the crew of the vessel into strange animal like beings. The player navigates as a hedgehog-rat hybrid through the stranded ship with the goal to repair its vital functions and get it moving again. I developed the system for 'interactable objects' in the world, which then was connected to a highlight shader and different interactions in the game. In the end almost every object that is not static fell under the interactable object category. And in hindsight the approach i took with an abstract class was probably not the smoothest one. If i where to redo this part i would most probably go for an interface approach. I also worked a lot on cameras in this game. I tried a system with virtual cameras at fixed positions, with a combination on selecting camera based on player position/line of sight and triggerboxes.

Team size: 9
Project time: 4 weeks
Engine: Unity / C#
Role: Programmer - Interaction system and cameras. Overall gameplay.
My Work:
Lessons Learned:

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The Unseen

The Unseen

The Unseen is a first person horror/survival game. You enter an underground water treatment facility as a mechanic. Equipped only with a standard issue multi-tool with an environment scan functionality you set of to fix the issues all over the plant. But something lurks in the shadows. as you explore through the facility you find traces of previous mechanics and personnel, whom never got to leave the facility. Can you make your way out before the 'Entity' gets you?

Team size: 9
Project time: 6 weeks
Engine: Unreal Engine 4 / C++
Role: Lead Programmer & Technical artist
My Work: I constructed the AI system for the 'Entity' as well as the scanning system including the scan shader and scanned objects custom render depth. I also did a 'pixel sort shader' for a 'distortion-of-reality'-effect when the player is close to the 'Entity'.As Lead programmer and Perforce/VCS responsible i also worked on several smaller gameplay things and oversaw the whole version control as well as builds and deployment of the final product.
Lessons Learned: A tighter control on 'interactable Objects' that are supposed to show up on the scanner would have helped a lot. As most of the puzzles and interactions where almost entierly handled by blueprints in UE4, it would have made it a lot easier to be a bit more specific in code about which objects should be highlighted and when. Also the AI turned out more of a trial-and-error test which would have needed a lot more in-game control to be effective in the game.

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Game Developer

I am a gameplay programmer, mainly working in C++ (Unreal) and C# (Unity). I also have experience with swift (iOS) and Javascript/TypeScript web development.

If i was a drink, this is the recipe:

  • 1 liter Gameplay.
  • 0.5 liters AI / Enemy behaviour.
  • A dash of VFX/Shaders
  • A wedge of UI and UX each.
  • Shake well in Unreal or Unity or whichever engine is used.
  • Serve in a chilled glass on your preferred platform.

Contact
Vilhelm Stokstad
Contact Vilhelm

Contact

Vilhelm Stokstad

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