Unbound

Game project #3

  • Reference game: Celeste
  • Time: 12 weeks (half-time)
  • Team: 14 developers
  • Engine: TGA’s in house engine (C++, DX11) with Unity as level editor


Now released on Steam!

Contributions

  • Graphics & Effects
    • Extensive 2D particle system with spritesheet animation support
  • Engine & Systems
    • Scene management and state stack architecture for game loop handling
    • Pipeline between Unity (level editor) and in-house engine
  • UI & Player Experience
    • Extensive UI systems, including menus and savable settings
    • HUD and game flow UI, including intro, death and respawn sequences
  • Gameplay Programming
    • Savable speedrun and collectible tracking system
    • Falling platforms, breakable walls
    • Collectible systems, including bananas and checkpoints
  • Additional Features
    • Two bonus game modes: “Hard Mode” and “Reverse Mode”

My Visual Highlights

UI Menus

Made polished UI menu system built entirely in C++, including animations, transitions, prompts, settings logic and text handling.  I also implemented the background elements such as a rotating planet and moon and a blinking star particle system. Made in close collaboration with game artist Oliver Andersson.

2D Particle system

Extensive 2D particle system with spritesheet animation support, used for effects such as rain, smoke, fog and electric lightning.

Falling platforms

Falling platform mechanics with shake, fade and respawn behavior, enhancing gameplay feedback and timing.

Intro sequence

Circular intro sequence with level text, intro overlay, player movement and character cloth changes, implemented entirely in C++. Built before we learned about shader magic.

Death and respawn sequence

Death overlay visuals and transitions built entirely in C++ without sprites, synchronized with respawn timing and animation.

 

Hard and Reverse mode

Two bonus game modes for replayability:

  • Hard Mode: constant enemy pursuit
  • Reverse Mode: player and enemy character models swapped

Works really well together!

Credits

Programmers

Abraham Alberto
Philip Eriksson
Christian Le
Elias Ronefors
Ylver Blum Buer

Artists

Dante Norling Eklöf
Oliver Andersson
Morgan Wildmark
Emil Nilsson

Animators

Rebecca Kornemalm
Theo Hübner Sallis

Level Designers

Erik Gatewood
Alvin Berthet

Voice Acting

Philip Eriksson
Theo Hübner Sallis