top of page
El Taco Diablo
Singleplayer - Unity 2018
Stand Still Arena Shooter
The player is facing enemies coming from 180 degrees. I tested with 360 but it made it too confusing for the player. To decrease the confusion for the player even more, every enemy has very specific areas where they can spawn. For example, larger enemies can hide smaller ones etc. I also created a tool by extending Unity's timeline to allow visualizing spawn times for all the enemies. This was important in order to more easily see what is going and adjust balance. It was also very important to create an environment where the player at all times is aware of where they are facing.



Multiplayer - Unreal Engine 4
Capture the Flag
Unreal Tournament 4
Block-out of a Capture the Flag level for the Early Alpha version of Unreal Tournament 4. There is one central room where all the major pickups and weapons are and is risky for both teams to try and achieve control over. Each team has then 1 first line defense room that will give them a slight advantage when defending. Aspects of the level design I would like to change if I remade this level today.
-
More ways to get from defense rooms to central room, making it more difficult to anticipate where the enemy would come from. Some of the corridors should be one-way only.
-
The map is flat and it's difficult to see the team towers. They are meant to guide the players to the flag room, but are difficult to see. I would add more height differences to the areas of the map with more open rooms.
-
To help guide the player, add some pipes/water that will guide them from the central room to the flag rooms.
-
Visual identity of the map needs work, apart from the central room the rest feels generic.
-
Some areas are too dark.





Coming Home
School Project - Unity 5
Level Design
Created the cave level in the game - A dark and damp place where you need to find a special mirror to light up the place and be able to continue your adventure. I also made all the scripting for the puzzles in this part of the level. If the player tries to walk in the dark, the character will simply walk back into the light and say, "It's to dangerous in the darkness". The cave was used by pirates for smuggling goods under the town.
Some of the major issues with this level is that there is very little information to give the player an idea of what to do. Changes I would like to make is to make the whole scene brighter and give players a clue about the moonlight shining down the cave at night. I would give the player written hints about how the smugglers used the moonlight in the cave at night and also leave parts of the moonlight beam to be visible at all times.




Hakan Cederskoog
PROGRAMMER - DESIGNER
US Permanent Resident / EU Citizen
bottom of page