Game Designer 

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SELINA NORDIN

CONTENT

SCALE SYSTEM

This scale system was created to be used in both a game of progression and a game of emergence. It can be used to solve puzzles, kill enemies or other creative ways to interact with the game world. The main goal was to make a system that can make the player feel smart when using it.

Roles: System designer

Time:  2 weeks

Team size: 2 Designers

Engine: Unreal Engine 4

The system used in a game

By shrinking an object it can fit through places it wouldn't fit otherwise. The object can then be scaled back to it’s normal size or a bigger size again to be placed on a button. The player can stand on an object, make it bigger and be lifted up like an elevator. A shrunk object can be thrown and while in the air be enlarged again and used as a bigger, heavier object to crush something

BOARD GAME

This board game was inspired by a random wikipedia article, the Rhopobota Latipennis, a moth found in eastern asia. 


Place cards on a tiled game board to set your path as the moth, collect cherry plums as you progress. Reach the lamp to end the game, the players with the most collected plums wins the game!


Roles: Game Designer

Time:  2 weeks

Team size: 3 Designers

Our goals was to make a quick and easy game that you could play alone or with friends. We wanted to make a strategy game where the player had to create the best and quickest path for themself while still ruining the oponents paths. What tile-and special cards the player pick is random but it's the way they plan and use them that make them win. 

Path cards

Mystery mantis card

Game board

As soon as we had made a blueprint (drawing and cutting) we tested it... a lot. Most of the time was spent on playtesting and tweaking. Since it is a strategy game it is very important that the game feels fair. No cards could be better than the other and everything had to be perfectly balanced

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CARD GAME

You and your friends are attending a neighborly cookout and are competing against each other to present the most impressive dishes! However, you all forgot to bring your own ingredients and have to share what is left at the cookout. Sabotage your friends in the battle to be known as the greatest chef around town.

Roles: Game Designer

Time:  1 weeks

Team size: 4 Designers

Our goal was to make a competitive game based on only one deck of cards. The players have to use strategy to combine their cards to make the best dish but at the same time ruin everybody else's. 


One main focus on this project was the UI. It was important that the layout of the cards were easy to understand and differ from each other. We made a color for each category to quickly recognize which cards go well together and made the design simplistic to be easily readable.

Early prototype

Finished product

Most of the time went into tweaking the cards to make each card be combinable with another card and make sure no card was too strong or too weak. 

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selina.nordin@futuregames.nu

+46 70 889 81 61

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