With all the hard work put into optimizing the console game Avicii Invector, an opportunity in the form of Atari presented itself as a mobile game pitch.
My role in this project was to lead a team of dedicated game developers pouring the heart and talent into the project. I was also responsible for the various trailers produced for the game launch. We knew from the start that the interaction needed to be different than its bigger sibling but at the same time being intuitive and challenging in a fun way.
With the relatively short time scope to launch we wanted to keep as much art assets as possible but instead of designing a new complete world like Invector, we broke up the environment into chunks that can be loaded in a designed sequence or in random depending on the song being played.
The sequel to a very popular mobile game is finally out the door. We went back to the drawing board and designed a completly new game to emphasize on touring the world allowing the player to experience a journey similar to the one of Jacob and Joseph.
With new locations, movements and gameplay I hope that this will give the fans hours upon hours of fun.
This is a project spanning over almost a year and one where I’ve been involved from the start. To release the game and receive so much love from gamers and football enthusiasts all over the globe is truly heartwarming.
In order to portrait Joseph and Jacob a.k.a SkillTwins we captured their movements and spirit at Illumination Studios in Uppsala – Sweden. We wanted to get all the basic movements like locomotion, but also their incredible tricks, celebrations and so on. The production has been challenging in many ways but one that was somewhat painful to me was the apparent lack of support in Unity for games that rely on huge numbers of animation.
As more and more motions got implemented and the sate machine expanded, allot of time and effort went into just coping with file management, clustering movements, panning around in the mecanim editor.
Through the character customization we got to experiment with render textures and blendshapes, something that worked really well and gave more uniqueness to the opponents you encounter in the game.
I’m very proud of the product and happy to see it receive so much good reviews.
This is a music-rythm-platformer-game produced for the Swedish House duo Cazzette. As a player you need to make sure the Max (the owner) gets through each level of deadly traps laid out by Luna (the pet). My part in this production was to produce numerous trailers for all the major social networks.