Larmet Gick 1941
About
Something exploded! The way out is blocked. Solve the cognitive tests you usually administer to your lobotomized patients to send a S.O.S!​
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Development Time
4 weeks, 50%, 6th project
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Engine
Cracked Engine
Genre
First Person- Puzzle Game
My Major Contributions

Gameobject-Component System
All gameplay elements within our developed engine operated within the game object-component system I designed. Drawing heavy inspiration from Unity's component system, our implementation revolved around scenes comprised of game objects. These game objects could have nested child objects and an arbitrary number of components attached to them.
This system proved highly versatile and user-friendly for our entire team, offering the added advantage of being exceptionally conducive to the creation of editor tools.
Unity Import System
Due to our tight time constraints for tool development in our game projects, our level designers utilized Unity as their primary tool. Consequently, the in-engine level editor wasn't a top priority, allowing designers the freedom to prototype efficiently within Unity. This approach persisted across all our game projects, even though I had developed most of the components necessary for a comprehensive level editor.

Build Manager
Throughout our second-year game projects (Project 5 - 7), I took on the role of unofficial build manager. This involved ensuring that our releases were polished and as close to bug-free as possible for presentations to teachers and peers, with builds being created every two weeks. This effort not only helped in pulling together the uncoordinated parts of the project but also fostered better cooperation within the programmer team, resulting in a cohesive presentation.
Team
Programmerare
Carl Nordholm
Lianne Atterhagen
Nathalie Tuovinen
Marcus Schornack
Erico Gutierrez
Harry Wennberg
Grafiker
Harry Berglund
Gustaf Hallberg
Elisabet Trinh
Johannes Göransson
Tyra Malmqvist
Level Designers
Emanuel Salomon
John Löfgren
Erik Gustavsson