Gates of Marhior
Type: Visual Novel
Role: Solo Project*
You are a Lawspeaker. You hear complaints and you file them. Today, you have been sent to the East Gate to speak with the would-be protesters. Through a series of conversations, you learn more about the world and the politics within it.
Gates of Marhior is a narrative game developed as part of my master’s thesis on worldbuilding.
*With programming support from Mikkel Bruun Ibsen.
Milly Saves the Day
Type: Puzzle Platformer
Role: Concept Artist, 2D Artist & Writer
One morning, Milly’s evil scientist father calls her from the middle of a fight. He forgot his duplicator, which he desperately needs to prevail. In order to help her father, Milly descends into his chaotic basement lab full of dangers. Here, she must use the duplicator herself in her effort to get it to her father.
Milly Saves the Day is a game developed in the Unity engine as part of DADIU 2021.
Carnevalien
Type: Roguelite Pinball
Role: Concept Artist, 2D Artist & UI Designer
An alien crash lands on Earth and is chased by government agents as it runs through a carnival looking for spaceship parts. Jump into carnival rides, eat carnival food for power ups and pick up carnival tickets to aid you on your way — all while avoiding capture!
Carnevalien was a project developed in the Unity engine as part of DADIU 2021.
Last Resort
Type: Adventure Game
Role: Solo project
In Last Resort, you play as Q20-9, an android just trying to get by in a world that isn’t kind to his sort. He takes up a job from the fellow android YO4, but her request isn’t all that it seems.
Last Resort aims to deal with themes of marginalisation, bodily autonomy and mental health and includes several endings.
I developed this game over 2 weeks in 2018 based on the prompt “cyberpunk,” a theme which was incorporated both narratively and visually. The game was developed using the Unity engine and Playmaker visual coding. All assets were created by myself.
Numinous
Type: Walking Simulator
Role: Writer, Character Designer & 2D Artist
In a world where great knowledge was lost with the downfall of a previous civilisation, four scavengers explore a ruin. Something isn’t what it seems, though, and soon what is real and what is imaginary blends together.
Numinous was created in the spring of 2021 in the Unity engine as part of an art and worldbuilding-focused course at the Royal Danish Academy.
City of Anarchy
Type: Walking Simulator
Role: Art Director & Level Designer
Explore a street after it’s been ransacked by triads in a world inspired by the real world history of the Kowloon Walled City in Hong Kong.
City of Anarchy was created in the spring of 2021 in the Unity engine as part of an art and worldbuilding course at the Royal Danish Academy.
Cold
Type: Interactive Fiction
Role: Solo project
You wake up in the middle of nowhere, snow all around you, and explore in the hope of finding answers.
Cold is an interactive short story written in Twine 2.
Chronovoros
Type: Interactive fiction
Role: Writer
At a research station deep in dark space, four scientists wonder when they'll go home.
Chronovoros is an interactive fiction game made in Twine 2 for Nordic Game Jam 2021, based on the prompt “pending.” I wrote the prose and game logic.
Reunion
Type: Comic
Role: Solo project
In Viking Age Denmark, an aging man mourns his brother
This 5-page comic was inspired by an archaeological find.
Future Love
Type: Comic
Role: Solo project
A team of astronauts makes it to an unexplored planet where they see an alien — and the alien sees them.
The comic was based on the prompt “Love in the Future.”
Rigmandsspillet
Type: Paper prototype
Role: Solo project
When the Covid-19 pandemic began, I was a full-time intern at The National Museum of Denmark. I was sent home and during lockdown, I developed Rigmandsspillet (“The Plutocrat’s Game”) inspired by an upcoming exhibition.
Rigmandsspillet takes the player through the history of money and trade, simulating a simplified version of the economical history of Denmark.
Hyggesokker
Type: Digital prototype
Role: Game Designer
In the winter of 2018-19, my classmates and I at the Royal Danish Academy were part of a game development experiment for Rigshopitalet, a large hospital in Copenhagen. We specifically worked with the Department of Oncology to develope games that might help ease communication between patients and their loved ones.
After interviews with doctors, nurses and patients, my group decided that we wanted to develope social games that might help break the tension that often immerges between patients and their loved ones when the patient is suffering from such a serious illness.