Author Archives: Simon Wulf
Lost & Found – A Knytt Story
I made this a while ago for a level design course. We had an assignment where we were tasked with creating a narrative through game environment only, no written words allowed. I made a story about getting lost, loosely based on my own experiences as a curious and absentminded child.
The story can be downloaded here. You’ll need Knytt Stories to play it.
Lost & Found – A Knytt Story
I made this a while ago for a level design course. We had an assignment where we were tasked with creating a narrative through game environment only, no written words allowed. I made a story about getting lost, loosely based on my own experiences as a curious and absentminded child.
The story can be downloaded here. You’ll need Knytt Stories to play it.
Mechropolis – Fleeing AI
I’ve recently started working with the talented folks at Digital Tuna (creators of CoBots) on a new project for the course Big Game, the grand finale of our second year here at Campus Gotland. The game’s name is Mechropolis. It’s a first person action puzzle game in which the player is invited to explore a long lost underground civilization. The only remaining inhabitants in this derelict world are the robot servants still carrying out […]
Mechropolis – Fleeing AI
I’ve recently started working with the talented folks at Digital Tuna (creators of CoBots) on a new project for the course Big Game, the grand finale of our second year here at Campus Gotland. The game’s name is Mechropolis. It’s a first person action puzzle game in which the player is invited to explore a long lost underground civilization. The only remaining inhabitants in this derelict world are the robot servants still carrying out […]
Mechropolis – Fleeing AI
I’ve recently started working with the talented folks at Digital Tuna (creators of CoBots) on a new project for the course Big Game, the grand finale of our second year here at Campus Gotland. The game’s name is Mechropolis. It’s a first person action puzzle game in which the player is invited to explore a long lost underground civilization. The only remaining inhabitants in this derelict world are the robot servants still carrying out […]
Mechropolis – Fleeing AI
I’ve recently started working with the talented folks at Digital Tuna (creators of CoBots) on a new project for the course Big Game, the grand finale of our second year here at Campus Gotland. The game’s name is Mechropolis. It’s a first person action puzzle game in which the player is invited to explore a long lost underground civilization. The only remaining inhabitants in this derelict world are the robot servants still carrying out […]
SGA Conference – Day 2
Yesterday was the second and final day of the Swedish Game Awards Conference. I attended several interesting talks, among them:
Dan Thronström from Avalanche Studios gave a talk about how the dynamics between publishers and developers in the AAA segment seems to be changing as developers turn to other ways of financing their games, such as crowdfunding or self-funding.
Romi Gråhed from DICE gave a passionate talk on project management, the best part of which was a segment […]
SGA Conference – Day 2
Yesterday was the second and final day of the Swedish Game Awards Conference. I attended several interesting talks, among them:
Dan Thronström from Avalanche Studios gave a talk about how the dynamics between publishers and developers in the AAA segment seems to be changing as developers turn to other ways of financing their games, such as crowdfunding or self-funding.
Romi Gråhed from DICE gave a passionate talk on project management, the best part of which was a segment […]
SGA Conference – Day 2
Yesterday was the second and final day of the Swedish Game Awards Conference. I attended several interesting talks, among them:
Dan Thronström from Avalanche Studios gave a talk about how the dynamics between publishers and developers in the AAA segment seems to be changing as developers turn to other ways of financing their games, such as crowdfunding or self-funding.
Romi Gråhed from DICE gave a passionate talk on project management, the best part of which was a segment […]
SGA Conference – Day 2
Yesterday was the second and final day of the Swedish Game Awards Conference. I attended several interesting talks, among them:
Dan Thronström from Avalanche Studios gave a talk about how the dynamics between publishers and developers in the AAA segment seems to be changing as developers turn to other ways of financing their games, such as crowdfunding or self-funding.
Romi Gråhed from DICE gave a passionate talk on project management, the best part of which was a segment […]
SGA Conference – Day 1
I’m in Stockholm over the weekend for the Swedish Game Awards Conference. After a long day of traveling (got up at 5.30 in the morning to catch the ferry to the mainland), mingeling and lectures, I retreat to a well deserved night’s sleep.
Two highlights stood out for me among the day’s events:
I met Angelica Norgren and Josef Fares, both involved in the Swedish gaming-focused radio show P3 Spel that I enjoy every week in podcast format. […]
SGA Conference – Day 1
I’m in Stockholm over the weekend for the Swedish Game Awards Conference. After a long day of traveling (got up at 5.30 in the morning to catch the ferry to the mainland), mingeling and lectures, I retreat to a well deserved night’s sleep.
Two highlights stood out for me among the day’s events:
I met Angelica Norgren and Josef Fares, both involved in the Swedish gaming-focused radio show P3 Spel that I enjoy every week in podcast format. […]
SGA Conference – Day 1
I’m in Stockholm over the weekend for the Swedish Game Awards Conference. After a long day of traveling (got up at 5.30 in the morning to catch the ferry to the mainland), mingeling and lectures, I retreat to a well deserved night’s sleep.
Two highlights stood out for me among the day’s events:
I met Angelica Norgren and Josef Fares, both involved in the Swedish gaming-focused radio show P3 Spel that I enjoy every week in podcast format. […]
SGA Conference – Day 1
I’m in Stockholm over the weekend for the Swedish Game Awards Conference. After a long day of traveling (got up at 5.30 in the morning to catch the ferry to the mainland), mingeling and lectures, I retreat to a well deserved night’s sleep.
Two highlights stood out for me among the day’s events:
I met Angelica Norgren and Josef Fares, both involved in the Swedish gaming-focused radio show P3 Spel that I enjoy every week in podcast format. […]
Event System in C++
As a part of getting input into the game I’m working on for the programming course we’re taking right now, I wanted to implement some kind of event system. I come from a background in web development, working a lot with javascript and actionscript and I tend to draw inspiration from there. I always liked the flexibility and ease of use of the event handling in javascript and actionscript, and I wanted to try and do something similar with my […]
Event System in C++
As a part of getting input into the game I’m working on for the programming course we’re taking right now, I wanted to implement some kind of event system. I come from a background in web development, working a lot with javascript and actionscript and I tend to draw inspiration from there. I always liked the flexibility and ease of use of the event handling in javascript and actionscript, and I wanted to try and do something similar with my […]
Event System in C++
As a part of getting input into the game I’m working on for the programming course we’re taking right now, I wanted to implement some kind of event system. I come from a background in web development, working a lot with javascript and actionscript and I tend to draw inspiration from there. I always liked the flexibility and ease of use of the event handling in javascript and actionscript, and I wanted to try and do something similar with my […]
Event System in C++
As a part of getting input into the game I’m working on for the programming course we’re taking right now, I wanted to implement some kind of event system. I come from a background in web development, working a lot with javascript and actionscript and I tend to draw inspiration from there. I always liked the flexibility and ease of use of the event handling in javascript and actionscript, and I wanted to try and do something similar with my […]
Teapots and pretty lights!
I’ve recently been experimenting a lot with OpenGL as a part of an assignment in the programming course I’m taking right now. Playing around with lighting has really captivated me. I love creating visuals through code, the instant feedback that you get when the smallest code change entirely transforms the feel of a scene is simply intoxicating!
Teapots and pretty lights!
I’ve recently been experimenting a lot with OpenGL as a part of an assignment in the programming course I’m taking right now. Playing around with lighting has really captivated me. I love creating visuals through code, the instant feedback that you get when the smallest code change entirely transforms the feel of a scene is simply intoxicating!
Buccaneers
We recently finished the course Advanced Game Design during which I and three others have developed a board game that we named Buccaneers. The game has a pirate theme and lets players sail around the game board searching for treasure and fighting sea battles.
The movement system in Buccaneers is centered around the ever changing wind. Players sail along a hexagonal grid at a speed dictated by the wind’s direction, if you sail with the wind, you get further in one […]
Buccaneers
We recently finished the course Advanced Game Design during which I and three others have developed a board game that we named Buccaneers. The game has a pirate theme and lets players sail around the game board searching for treasure and fighting sea battles.
The movement system in Buccaneers is centered around the ever changing wind. Players sail along a hexagonal grid at a speed dictated by the wind’s direction, if you sail with the wind, you get further in one […]
Building a Board Game
We’ve recently started working on our final assignment in Advanced Game Design. We’ve been tasked with making a board game, or rather a well polished system to be used in a board game.
One of our first priorities has been to set an aesthetic goal for the project. We got kind of hooked on a pirate theme where players sail their pirate ships into a thrilling sea battle, but in order to focus on polishing the core system (ship movement), we later […]
Building a Board Game
We’ve recently started working on our final assignment in Advanced Game Design. We’ve been tasked with making a board game, or rather a well polished system to be used in a board game.
One of our first priorities has been to set an aesthetic goal for the project. We got kind of hooked on a pirate theme where players sail their pirate ships into a thrilling sea battle, but in order to focus on polishing the core system (ship movement), we later […]