Games portfolio

Some years ago I decided to try to learn making games. Together with Simone Odoardi, we founded Bumblebee Studios, a small independent game studio. During the following years I worked in my spare time at the projects below. More recently I started studying Game Design at Futuregames, in Stockholm. The following are both commercial and student projects.

Djävla Delicious (2017)

What is it:
A VR game developed as the second game project at Futuregames school. Djävla Delicious is an Oculus game, made in 4 weeks using Unreal Engine 4, in which the player plays as a demonic cook. As the cook of the Djävla Delicious food truck, the player must cook hellish specialties by cutting monster parts and cooking them. The game is a horror/comedic blend of the arcade action of Fruit Ninja VR and the time juggling pressure of cooking games.

What I did in this project:
I came up with the initial concept and I worked mostly on game design and Blueprint scripting. When it comes to scripting, I mostly worked with additional systems apart from the cutting part, including the customer and queue system, movement of game objects, UI, save system and the categorization of body parts – as the game recognizes when the player cuts specifically a foot or a slice of a shin, for example. Additionally, I acted as project manager ensuring that the 4 week project kept in scope whilst hitting milestones.

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The player needs to get the ingredients by cutting with speed and precision

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Djävla Delicious supports cutting procedural meshes in different pieces, each of them recognized by the game

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The player can use gestures to release the ingredients from the skewer 

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When the food is ready, it is served automatically to the customers

The Lost Creatures (2016) – Game Design Document

What is it:
A complete game design document I made for a course while at Futuregames. The assignment was to come up with an original concept and write a game design document based on that concept. My idea was about a Lemmings-like minimalist puzzle game for VR, with a focus on mobile VR platforms.

Where you can find it:

Download the Game Design Document in PDF

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Turbo Trout (2016)

What is it:
The result of the first Game Project at Futuregames. The game was made by four designers and four artists in two weeks using Unreal Engine. Turbo Trout is a side scrolling speedrunner in which the player controls a fish. The game has a color switching mechanic (a la Ikaruga), so that the player can switch between colors. Picking up collectibles of the same color as the fish will grant a speed bonus, while picking up collectibles of the opposite color slows down the fish.

What I did in this project:
I worked on initial concept, game design and blueprint scripting. I mostly focused on scripting game behavior and features.

Plants vs Science (Game Jam – 2016)

What is it:
A 12-hour long game jam project I did with two other students. The task was to reinterpret Plants vs Zombies. We made a game where the player must fight plants by typing correctly their name (or their scientific names in Latin for more points).
What I did in this project:
Concept, programming and game design. The game is made with Unity.

Breaking Brix (2016)

What is it:
It started as an exercise in design and programming, to see if I could make a whole game by myself. I wanted to use a classic design and try to twist it and adapt it to mobile platforms and to very short, competitive play sessions. The result is a minimalist version of the classic Breakout/Arkanoid concept.

Breaking Brix features minimalist graphics, an original soundtrack and new mechanics based on timing and skills:

– A super mode, activated by hitting the ball at the right time, powers up the ball to go though bricks and score more points

– The new “pull” mechanic allows for last second saves by letting the player pull the ball from falling out of the screen, but at the cost of extra seconds. It also makes it easy to hit that elusive last brick.

– The aftertouch gives more control: the player can control the ball right after it hit the paddle.

What I did in this project:
I made everything (design, coding, graphics) except for music and sound effects (by Simone Odoardi)

 

Where you can find it:

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Available on Google Play

Heads Will Roll (2015)

What is it:
A mobile game with gyro controls. The original concept comes from my business partner Simone’s first game, Gravbowl. It’s a sort of bowling based on gravity: a ball (or, more exactly, the skull of the main character) falls from the top to the bottom of the screen and the player has to use it to push the enemies out of the screen.

What I did in this project:
I did some programming (100% of the prototype and around 30-40% of the final build), all game design, all level design, all graphics and animations.

 

Where you can find it:

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Buy and Sell game (2013)

What is it:
A small promotional game on Facebook we made on behalf of several Blocket-like sites in Guatemala, Costa Rica, Mexico and Tunisia. The game is based on the concept of having to get rid of all things from a garage by selling them before the timer runs to zero. The player has to drag each object with the mouse out of a room without having to touch other objects. Each object has a score value; dragging an object out of the door adds to the score, while bumping against another object subtracts the value from the total score.

What I did in this project:
I did all the programming except the leaderboard integration with Facebook, all game design, all level design, all graphics.

Where you can find it:
On Facebook: https://apps.facebook.com/223302964510265/ (recently there seems to be some problem with the audio. Lower the volume of your speakers before opening it!)

La Mia Voce/Ma Voix (2013)

What is it:

La Mia Voce (Italian)/Ma Voix (French) is a medical app made on behalf of the pharmaceutical company Merck. The purpose of the app is to help people affected by throat cancer or other speech problems to communicate. The app features pre-recorded sentences, a voice synthesizer and a virtual chalkboard where the person can write.

What did I did in this project:
I acted as producer, keeping the contacts with the client, discussing the specifications, negotiating features and helping with asset optimization on Unity.

Where you can find it:

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Derat Inc. (2012)

What is it:
The first mobile game we developed. The player controls a team of trucks that have to go around in a city cleaning up rat infestations from buildings. The increasing difficulty requires the player to strategically use bonuses and power ups and juggle different tasks at the same time.

What did I did in this project:
I worked on the initial concept, the game design and the level design.

Where you can find it:

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