This page is forever a work in progress, as content will continue to be updated as time progresses, and should represent a showcase of the various stuff I have done: games I have participated in making, fiction I have written and other random creations that deserves a mention (like the infamous drinking games).

For now, here’s a short compiled list of most of the stuff, which is already present in (or linked from) various blog-posts, and already well described there. Feel free to ask me questions about either project, if something obvious seems to be missing, or simply has your interest.

General Projects:
The projects that fall outside the remaining categories, but deserve the praise

The Nexus Compendium (2018):

A resource created for Heroes of the Storm and is probably the most ambitious project I’ve created. It’s a very data-driven site, and is built completely from scratch – and has it’s own news feed, too!

The Universal Arnold Drinking Game (2007):

A timeless classic take on the basic premise of “Drink whenever (…)”-type of drinking games. This, however, has taken countless of iterations to prove (more or less) effective at every single Arnold Schwarzenegger-movie out there. It all started back at some point during 2007 (or maybe earlier, the details are slightly hazy), but at the least I started actively recording the rules back then. True Arnold-fans would most certainly enjoy this.

So far, the only contender here is an actual publication, and while reports and likewise written as part of my studies could be fitting to put here, I have chosen to keep those as links in the CV-part of the page. Refer to that more information – but I might change my opinion on that.

World of Warcraft: Drachenzorn (2011):

A published version of my online guide, written at Wowhead, for obtaining the World of Warcraft legendary item “Dragonwrath, Tarecgosa’s Rest“. The guide includes my own detailed experiences, including in-depth story and encounter descriptions.

The published version of the article was freely translated to German from the original guide (last edited the 4th of October, 2011), and published in the November 2011 issue of GameStar MMO Magazine.

Game Projects:
These are game related projects that I’ve taken part of in the games industry, as well as in and outside of my studies, at game jams or simply for fun.

Tales from the Void (2014):

Currently (summer of 2014) being part of an internship at PortaPlay, and working on the early preproduction phase of ironing out the detailed concept, developing game mechanics, finding the game architecture, level design and looking at the story and setting. It is a very exciting stage of game development, as there are constantly being taken decisions, while the vision of the game is very clear.

Run For Your Life (2014):

As part of an internship at LUCUS during January/February, I took part in further development, writing, designing and testing the Alpha-version of the game. Run For Your Life – Blazing Rails is an interactive audio-based running-app with a Western setting. The below links from LUCUS’ site describes the game and the testing results of the Alpha-phase in much greater detail. I will keep this updated as development continues.

Contract Culture (2014):

A project that I’ve been working on over the fall of 2013 and the start of 2014. In short, I did all the coding and general work with Unity3D (as well as supplying various game design ideas and the like), while aspects like sound, graphics and dialogue was done by others – full credits are listed in the game.
Made and developed with Unity3D.

  • Playable: Online!
  • More information: …if I get around to write actual details and the like about it all.

The Snow Den – No Data Found (2014):

The game made for Nordic Game Jam 2014. It’s a Multiplayer 2D deathmatch game played on touchscreen mobile devices, fueling the theme of “Privacy” that was in the focus of this year’s jam. Each player only had visibility in a cone of vision, and a teleporting dash/blink-attack.
Made and developed with Unity3D.

  • Sadly not playable! I hope it might be revisited on another platform in the future, though.
  • Play-tesing video: Link!
  • Uncorn7-site, with more information: Link (Bonus: Notice the game-ID on the site)!

Table Flipout (2013):

Based on an idea I have had for a while, this served as a more in-depth introduction to Unity3D for me. It’s a fairly simple deal of using the standard WASD-controls to flip the table in the given direction – and can only be done when the table is touching something. Oh, and there are some cowubes, too!

  • Playable: Online!
  • Expect this to be updated in the future, with lots of more stuff, as it will likely act as my Unity-playground.

Bogey Wogey (2013):

Small game made during PlayIT CPH‘s “Spring Jam 2013” (5th-7th of April), with the given theme of “Bogey”. In truth, I did not plan to properly join, but when I suddenly got a great idea, I naturally had to see what could be made of it. The result turned out to be oddly addicting. It is neither flawless nor bug-free, but it works – cannot really demand more after less than 10 hours of work!

  • Playable (Turn): Online – my record: 171 turns (bragging rights if beaten)!
  • Playable (Live): Online – my record: 67.0 seconds (same as above applies)!
  • I finally got around to making a “live” version (11th of September, 2013), and while I could merge them into a single version, I found it better to simply get it out there. Might revisit it along with a proper description later, should the audience demand it!

Dinner for Two (2013):

The game made when I participated in the Nordic Game Jam 2013. The game was created in a group of four, under the theme of “Grotesque”. I mainly took part in the Stencyl-based programming of the project, as well as designing.

Candy Nightmare (2012):

A game made as the product of the course “User Experience and Prototyping”, in the third semester of my Game Studies at ITU. The intention of the game is that it should be a social competitive game played on a mobile device, where players take turns on randomly generated boards to find the most figures the fastest. It is described in much more detail in the below linked posts, both with rules, how it came into being and my thoughts behind it, as well as the inspiration I took from my muse. Or, you could simply play the prototype I ended up with.
Made with Processing.

KNighttime Adventures: A Tale of Toys (2012):

A larger scaled product made during the second semester course “Game Development”, in the Games Studies at ITU. I took part in the design of the game, and shaped most of the story, setting and fundamental level design. I did the dialogue and voice acting as well. I can supply the exam report – that explains my work on the project in more detail – at request, but so far the below material should give a fairly good idea of the prototype and give a much more in-depth look at the project in general.
Made with Unity3D.

Urban Jungle (2012):

Made during the second semester of the Games Studies at ITU, for the course “Persuasive and Serious Games”. This was a smaller game, in which I did all the programming (written in Processing), as well as taking a large part in the design and idea-phase of the game. The game was made as a biking simulator, intended to teach the players about the “unwritten rules of traffic” by showing 4 different persona-types represented as animals (cheetah, donkey, penguin and gnu), originally described by Danish traffic sociologist Anette Jerup Jørgensen.

Plane and Simple (2011):

First real digital game made at the Games Studies, during the first semester course “Game Design”. I took part in the programming (ActionScript3, using the Flixel framework) and design, primarily dealing with physics and game mechanics. Toying with the idea of a 3D remake that shares some similarities with the original idea.

Checkbox (2011):

Our first real assignment in the Game Design course on ITU. A fun little drinking-game, that requires 9 small cups (or shot-glasses), a table or another flat surface, 3-6 players and beer. A coaster makes it easier too. Inspired by the classic games Checkers and Nine Men’s Morris.

  • Rules and Description: checkbox!
  • Beer (and beer cans) can make most games a lot more fun – but remember to drink responsibly!

WildEquild (2010):

Bachelor-project at DIKU. A game created to test game balance in Board Games, by pinning players with different behavior AIs against each other in simulations. The game was made from scratch, based on a simplified take on Diplomacy, with inspiration from the Nash Equilibrium, and was developed in Python using the PyGame framework. I’m expecting to grab some of the stuff written in my Bachelor-thesis and elaborate more on it here. For now, the abstract describes it quite well, but I can naturally supply the written report upon request:

“The purpose of the project, is to determine how difficult it is to balance a board game, where the different players have certain asymmetric parameters, defining their strengths and weaknesses. This is done by making simulations, that uses artificial intelligent players, made from using genetic programming with various behavior parameters. They play out a board game against each other, that is specifically tailored and designed for the purpose. The results of those simulations is then discussed and analyzed.”

Gwardar (2010):

Programming-project resulting from a 3-week elective course on taken DTU in the summer of 2010: A combination of Snake and ArkaNoid. The post linked below goes well into depth with the development, as well as explaining some of the different mechanics and design considerations done underway, focusing mainly on what I did within the project: the gamefield, collision detection and the “snake-ball”.

  • Playable version: Sadly not available! The game was only made to be used through the ZiLOG Z8 Encore! and a terminal window.
  • Blog post: Development and Design (2010)
  • Video: Early Gameplay

Dolly (2007):

First-year project at DIKU. A Sudoku-game for children in the 1st to 3rd grade. I mainly took part in shaping the background math behind the scenes, drawing the helping sheep “Dolly”, as well as some other graphical bits.

Besides a “yet to be spoken about”-project, I’ve written two pieces of fan fiction, both meant for Blizzard’s recurring “Creative Writing Contest”.

Fate (Work In Progress):

While the name is a placeholder for now, it’s been one of those life-projects I’ve had going for at least since 2007. I have yet to start actually writing anything, but have created a quite detailed universe and overall setting, that mixes various soft science fiction elements with fantasy. Science Fantasy, if you will. One of my big dreams is to get this made into an actual full-length novel, and get it published – or simply to get the universe used in a meaningful and grand enough manner.

Often mentioned whenever I’ve touched about the writing category.

Words from a Funeral (2013):

Short pieces of fiction done as a writing exercise, as part of a course in “Interactive Screenplay-writing”. The below post explains everything in more detail, as well as holding the four small pieces, which were all written under specific criteria. I ended up being rather fond of them, and loved the overall setting of the pieces.

Purpose (2010):

Diablo fan fiction. The story takes place over the course of the aftermath of the first game, and overlaps the start of its sequel. It follows a paladin, Etophir, who travels east to find out more about the order of paladins, that seemed to have been turned to fight his kingdom. As his journey out-folds, he is given a whole new view on what corruption can really do to a man.

A Change of Ways (2009):

Warcraft fan fiction. A story revolving around Tanek, a tauren shaman, who seeks out mysterious allies in Silithus to help him forget his past and mend his mind.

A various bit of drawings and other assorted things, that usually comes from scribbling every now and then.

Symbols (2012):
A small comic I drew and made for a friend of mine, in relation to a project of his, relating to symbolism (celery vs. chocolate, in this case). The drawn pictures are touched up with the Halftone App – which makes the entire comic made entirely by pen, paper … and an iPhone camera. Really like the way it turned out, and might be a style I am going to revisit at a later point.


  • As an added bonus here, one of the monsters from Candy Nightmare (seen upon completing the game) can be seen in the first frame, as I drew those around the same time. Gotta love the properties of paper!

Assorted Drawings and Pictures (2005 and onwards):
Lots of random stuff, that didn’t really into into a category of their own. There’s also a few links to previous works already presented in earlier blog-posts.