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Outer Wilds Mural

I’ve made it a tradition that whenever I move to a new apartment, I paint a wall mural. This one is inspired by Outer Wilds and its solar system.

3D-Printed Models

Various 3D-printed items. Examples below include:

– Skeletor Figure, printed and painted as a birthday gift.

– Hollow Knight/Silksong keychains/hangers

– Black Knife (blade constructed via a 3d-printed core with foam around it)

– Assorted functional models & presents

Resin Dice

I’ve spent several years printing, molding and casting resin dice as a fun side hobby. It has even resulted in a few sell tables at conventions, where I’ve sold out every year. 

D&D Frames

I’ve hosted a D&D campaign with a group of players continuously since 2016. As a way to celebrate our journey, I created a collection of frames depicting the player characters. One of my players created the initial artwork which I then turned into lasercutter instructions using 1 mm paperboard. 

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.

Wingman

Lifesize replica of the Wingman revolver form the game Apex Legends, created during the summer of 2020 using paperboard in 2 and 1 mm thickness. The chamber features a 3D-printed mechanism that allows for it to spin 60 degrees every time the trigger is pressed. 

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.