Mirrawr

Toca Blocks

My first and still favourite project at Toca Boca. A 2D world builder where combining the building blocks can turn them into teleportation portals, bouncing blocks, dancing blocks, coffee pots or just ordinary blocks with pretty colours. You can play around in your creation using the three characters. In an update we made we also added a neat way to share worlds (or part of them) by storing the data in our own custom QR-like codes.

In this project I implemented most of the UI, character control, block data layer and merging. During this project I also introduced Jenkins to Toca. Disclaimer

App Store
Google Play

  • Team: Programming: Lucas, Will, me. Art: Jonas, Animation: Oscar, Jonas. Game Design: Mårten, Colin.
  • Context: Work
  • Time: ~1 year, 2015
  • Tech: Unity

Polytopia

A lightweight civilisation game with charming low poly graphics and a touch of quirkiness. I've been involved in porting the game to Unity, making the multiplayer system more sophisticated in the process. This allowed us to also release the game on Steam and Tesla, after some extensive optimisation work. Being the only officially employed programmer on the project I've worked on most aspects of the game, including the backend as well. I've also had a bit of a tech lead role here, developing processes and tools of various kinds, and helping out with coordinating the work of different teams of contractors.

App Store
Google Play
Steam

  • Context: Work
  • Time: 2019-2023
  • Tech: Unity, ASP.NET

Toca Lab: Plants

This project is a sequel to Toca Lab, where instead of elements you discover and experiment on plants. When you've found all the plants you can continue to make new varieties by cross-breeding two types into a new weird creation. A very silly and weird game :)

In plants my contributions include the lamp station, the chart and some of the seedling behaviour. I also had fun making a bunch of tools for this project, such as a custom, more optimised, update system with deterministic execution order, a touch input system layer, a pretty neat tool for mapping colours for palette swapping and automatic import + setup of rigs and other assets in the game. Disclaimer

App Store
Google Play

  • Team: Programming: Victor, Erik, me. Art: Jonas, Felix. Animation: Jonas. Game Design: Mårten, Colin
  • Context: Work
  • Time: ~6 months, 2016
  • Tech: Unity

Toca Life

Toca Life is a pretend play game series that feels a lot like the sticker books that you got on airplanes and trains when you were a kid. The art is amazing and there is a big focus on diversity and self-expression. I wasn't involved in Toca Life from the start of the project but have been joining in from time to time. I worked for a longer period of time on the World project within Life, where we combined all the 11(?) life apps we already had into one, wherein you can unlock all that content with IAP.

Some of the things I contributed with in this project include a reusable IAP system, a reusable localisation system with RTL support, touch system and some other random components of our custom UI system, build time optimisations, system for migrating user save data between versions, custom character data layer, tools for analysing crash reports... Disclaimer

NB: I do not support flushing down pets in toilets.

App Store
Google Play

  • Team: OMG, too many to list
  • Context: Work
  • Time: I've been on the project for ~1.5 years, 2017
  • Tech: Unity
Pylon

Pylon

An quick side project I did with a former colleague. Basically a falling block game with a literal twist. Was supposed to be an attempt at making one of those silly hyper social games that are supposedly all the rage. I quite enjoyed making it, but feel like the the publisher's changes took all the soul out of the finished product, so sadly I feel no pride for the finished product.

In this project I am responsible for pretty much everything in the Unity project, while Colin is responsible for the original idea and overall game design.

  • Team: Programming, art, misc: me. Game Design: Colin
  • Context: Work?
  • Time: 20% for ~4 months, 2018
  • Tech: Unity

Hexagroove

I did a short stint helping out with wrapping up the final features for this creative game for Nintendo Switch, where you strategically layer loops of electronic music to create unique pieces of music that pleases your audience.

  • Context: Work
  • Time: Part-time ~3 months, 2019
  • Tech: Unity

Rimo

Rimo

A univeristy project I made together with some brilliant people. You're lost in a lake full of marimos, round moss-like algae, and you need to find your way to your friends by listening for audio cues in the level.

I did all the programming in this project and am also responsible for the original idea and much of the game design.

  • Team: Programming: me. Art: Eleana Papacharalampous, Yudi Zhang. Music: Luci Holland. Sound: John Loranger
  • Context: School
  • Time: 30% for ~2 months, 2014
  • Tech: Unity

Toca Box

A hack week project at Toca. Inside the box is a growing village of creatures with odd personalities. One falls asleep whenever it encounters anyone, another just wants to talk to everyone all the time and one is very angry with the nervous teapot guy. Daniel's amazing character design and whimsical game design.

I am responsible for the character AI as well as grid, placement and pathfinding systems. Disclaimer

  • Team: Programming: Roy, me. Art: Daniel, Rebecca. Game Design: Daniel.
  • Context: Work?
  • Time: 5 days, 2016
  • Tech: Unity

Toca Puffer Face

Hack half week at Toca where we worked with the (then new) face tracking features on iPhone X. You make this nice little puffer fish move forwards by opening and closing your mouth (preferrably making blub sounds). Steer by leaning your head. And when you hear the shark music play you need to close your eyes so the shark can't see you. Otherwise you'll be eaten. Scary stuff.

I contributed with a good chunk of the game idea and design, shark movement and some of the character control. Disclaimer

  • Team: Programming: Victor, Lars-Erik, me. Art: Will, Mathilda. Game Design, sound: Petter
  • Context: Work?
  • Time: 2.5 days, 2017
  • Tech: Unity
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Augmenter

My bachelor thesis work. 3D sculpting in augment reality. It uses that old ARToolkit stuff from before Vuforia was a thing. You draw voxels with paper tools with different markers on them. The voxels are then rendered with marching cubes.

  • Team: Just me
  • Context: School
  • Time: ~2 months, 2010
  • Tech: Objective-C++

Great Louds

Graphics programming project. You play as a little cloud with a trash panda tail. You move forward by blowing into the phone. It is very exhausting. And you steer with the gyro. I had very little time to work on it, and rendering, collisions, level editing, all of it is made from scratch. The game is not amazing by any means, but I still like some of the ideas I had for it, and I had a video for it already, so I figured it might as well go into the portfolio. This game was originally named Great gig in the clouds, but that doesn't fit on a phone, and in retrospect Great Louds is a much better name anyway. I'm not that big of a Floyd fan. Oh, and the video is recorded on the simulator. These were the old days. No fancy iOS screen recording.

  • Team: Just me
  • Context: School
  • Time: 30% for ~2 weeks? Can't remember. 2008
  • Tech: Objective-C, OpenGLES

Paintings

I also like to paint.

  • Team: Just me
  • Context: Home
  • Time: N/A
  • Tech: Oil paint
boats snail jellyfish

Disclaimer: We work in small teams at Toca and rarely have very defined individual responsibilities, but I have still tried to say something about my personal contributions in the projects.