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SS14 Map: Xeno Station

This map for the game Space Station 14 is my first full station, designed around the theme of an alien spaceship having been recently taken over by the player corporation. It features custom art assets, unique layouts and a design philosophy of making every in-game department have a twist on normal gameplay. Overall it’s meant to convey a sense of being out of place and adapting to an unfamiliar environment, while still ensuring that gameplay runs smoothly for both new and experienced players alike.

Some key design features:

– Corridors and maintenance paths use unconventional layouts, featuring more turns and tighter hallways than normal. This is offset by having plenty of signage to assist in navigation, as well as clearly marked-out map spots. Getting from point A to point B faster may involve taking shortcuts through maintenance tunnels, allowing for more experienced players to learn the layout and optimize movement.

– The Medical department is unusually split up, with the Chemistry sub-department physically disconnected from the main Medical Bay. To offset this there is a protected disposals pipe network that allows travel between Medbay and Chemistry, and Chemistry is given a small mini-bay to assist with treatment and encourage interactions with crew (which is especially suitable since Chemistry is next to Cargo, which will likely have injured Salvage Specialists travelling through).

– The Anti-Matter Engine is located in the wide open space between Science and Medical. Other stations keep it in an enclosed space inside of Engineering to hinder sabotage, but by having it in such an open area this ends up being balanced by the fact it’s now too public to sabotage. This is also offset by Engineering’s other main power generator, the Singularity/Tesla generator, being pre-setup meaning they can quickly transition to stronger energy should they need to.

– Security’s Permanent Confinement features a unique feature by having the room consist of only 3 walls; the fourth one is instead made up of a containment field, usually reserved for Singularity/Tesla containment. Turns out this works very well for containing prisoners too!

– The maintenance tunnels to the far east of the station contains a section that is blocked off via barricades. Inside, a map-unique alien mob named “Lone Praetorian” stalks a dark labyrinth. It’s intentionally not lethal and provides a speed-boost upon hit to help a player encountering it escape, but the fact it is inside of a dark section of the map means it’s very effective at causing jumpscares for unsuspecting players.

These are but a few of the design choices made for the map. During playtesting it has consistently ranked in the top-half of the map pool and has been seen as a fun and exciting addition to the game.

Exercise App

I was contacted out of the blue by a programmer who was interested in doing a smartphone workout application as a way to improve their programming skills. Seeing as I wanted to get my experience doing UI, I accepted.

The application allowed the user to define their own exercises and then create workouts that they then can follow. I was given control over the overall design and userflow, with work progressing first in Figma and then Unity. Below are images of the Figma flow and layout prototypes. The app ended up never fully realizing in the end, but it was still an excellent learning experience.

BG Animation

Initially this website was to be redesigned for 2021, featuring a new look. While that change fell through due to design difficulties, an animated splash background was created and animated in Blender. I like it 🙂

GMTK Gameclub

Designed in Adobe Photoshop, to be used in Game Maker’s Toolkit’s Patreon Discord server events. Font is Cocogoose.

Skogstrippen

This was the final project produced in the VR course I took at Lund University. Our goal was to create some kind of virtual reality experience; my team decided on exploring a small glade with mushrooms that gave different effects. As my group consisted of 4 programming students (other than myself) I became responsible for modelling the level assets and the level design.

The glade was constructed with the limited VR space in mind (approximately 3×3 m for the headset we had access to), as we did not want to break immersion through teleport movement. Bushes and the ground pattern help inform what constitutes the edges of the glade, and as the player spawns in the middle it allowed certain mushroom spawn points to be hidden behind objects that the player would have to reach around to get.

Due to the limited time available for the project and the heavily weighted team composition, the gameplay and design unfortunately suffered. The low-poly style was chosen out of sheer necessity and sadly I could not spend as much time as I wanted on ensuring visual consistency. The lightheartedness of the project also ended up impacting certain design choices, like having unclear goals and poor player UX. Late-stage additions like the fog effect obscured work put into previous parts of the project.

Yhorm The Giant

Photoshop of my Yhorm The Giant cosplay.

Used a combination of light adjustment, spot healing, layer effects as well as smoke and glow effects. 

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