Getting Home is a casual puzzle platformer played in space. It is a new take on the classic lunar lander concept where the player needs to land a space craft at a designated area.
The game spans over numerous levels where the player is faced with new and more complex challenges on their way to the landing spot. The drive is to get home to your very best friend. The game is developed for both mobile and desktop and features 54 levels.
A collaboration between Hello There Games and the Norwegian EDM artist Alan Walker
My role in this project was project manager, overseeing the realisation of this game first conceived as a companion app for his music shows. But as the covid pandemic raged across the globe the app transformed into a game driving the release of his album and series of online short films in the middle of 2021
Aside from leading a group of extremely talented people I also created many trailers for the game up until and after its release.
Download the game for free for both iOS and Android
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.