"In this side-scrolling roguelite adventure, you have just sprouted in a vast,
dangerous jungle. Make your way through the jungle and collect sunlight to level up! Only you can make it all the way to meadow and reunite with your species! Be careful,
for the way is long and full of bugs that want to eat you!"
This short game was created in Unreal Engine 4 during Black and White Game Jam - and put together in two weeks.
My responsibilities in this project consisted of programming, UX Design, UI Design and packaging the final product.
Furthermore, I acted as the central connection point in the team and communicated the requirements and drove forward
the iterative design process.
Team-mates: Josephine Burns, Mehrdad Shirnazar
Duration: 2 weeks
Date: April 2021
Genre: Side-scroller, Roguelite, Procedurally Generated
See this on itch.io!
The life changed drastically after the ourbreak of covid-19 in the world. One of the
most affected everyday activities is listening to live music at a club, or your local bar.
That is why, we wanted to create something great that gives people to join a digital platform
where the DJs from all around the world can spin their disks and recreate the atmosphere we all dearly miss.
Team-mates: Josephine Burns, Exist In Sound
Duration: 1 month
Date: January-February 2021
Type: Virtual Club, Music Player, Live Performance Platform
By ubiquitously implementing computers in everyday objects, an everyday object, can be given powers that
are comparable with magic. After all, as A. Clarke puts it incredibly well, "Any sufficiently advanced technology is indistinguishable from magic".
In this project, we aimed to make a tangible controller for
Philip’s HUE light in order to prove our concept: we
can control everyday objects (such as lamps, radios, doors etc.) with the help of easy-to-use wireless
tangible interfaces.
As such, we created a tangible user interface called Opal, that by using Philips HUE's API, helps you adjust the lights in your
home. This product has the following functions/interactions:
1. Rotation of the token (mapped to brightness)
2. Twisting the token (mapped to color of the light)
3. Shaking the token (to switch between lights)
4. Flipping the token (turning the selected light on/off)
5. Using a power switch (to turn the token on/off)
Team-mates: Simon Mare, Sjoerd Hendriks, Sten Rongelep, Johannes Kjellberg, Jens Hulteberg
Duration: 2 Months
Date: February 2019
Type: Embodied Interaction, Tangible User Interface, Internet of Things, Smart Homes
Wave Lab is an educational product that is crafted for teenagers
and elementry school students who are interested in how sound waves
work. This multimodal piece is designed to embody how sound waves
act by allowing the user to experience the waves not only through
hearing them, but also seeing and touching them. Wave Labs was
exhibited at one of the largest science-parks in Scandinavia -
Universeum - where many of the younger, and even the older science
enthusiasts got to experience this one-of-a-kind product.
Team-mates: Simon Mare, Sjoerd Hendriks, Sten Rongelep, Johannes Kjellberg, Jens Hulteberg
Duration: 2 Months
Date: September 2019
Type: Embodied Interaction, Tangible User Interface, Internet of Things, Smart Homes
Electric vehicles (EVs) are arguably the most promising vehicles of the future which will likely
continue to disrupt the automotive industry in many ways such as vehicle design, or noise and
air pollution. These vehicles are more environmentally friendly and far quieter than their
combustion engine counterparts. However, the lack of engine noise in these vehicles can be
detrimental to road safety and risk reduction in terms of fatal accidents.
To address this issue, me and my thesis partner Sten joined up with Volvo Trucks and
designed, developed and researched a few features for a safety
system known as Acoustic Vehicle Alerting
System (AVAS). AVAS is a safety system that will fill the auditory
gap left by the lack of engine noise in electric vehicles. In
addition to this feature, me and my colleague Sten Rongelep created
a digital environment(aka simulation) for the virtual testing of the
system amidst the COVID-19 pandemic.
Team-mate: Sten Rongelep
In Colaboration with: Volvo Group Trucks Technology
Supervisor: Palle Dahlstedt (Chalmers University of Technology)
Advisor: Billy Astorsson (Volvo Group Trucks Technology)
Duration: 6 months
Date: January-June 2020
Type: Product Design, Feature Design, Virtual Environment, Vehicle Safety System, Acoustic Vehicle Alerting System (AVAS)
"Foraging is a hella fun with a doggo! In DK: The Truffle Snout you play as DK, the mushroom scouting dog!"
This game is the first released short game where I was the main developer, game designer, and product owner.
It was created and developed during the Mundane Game Jam on itch.io where the requirement was to create a game
about a mundane task.
Team-mates: Josephine Burns, Mehrdad Shirnazar
Duration: 1 week
Date: March 2021
Genre: Casual, 3D-Platformer
linkedIn Email: Mike@shirnazar.com