About me

In 2020 I graduated from PlaygroundSquad as a Game Designer. After that I got hired at Illusion Labs, where I currently work and have over 2 years of professional work experience as a Level Designer / Scripter and UI Scripter. I have a wide range of usable skills beyond my primary occupation. It mostly lies in the scripting/programming category, but I also have experience with Web Design and UI Graphics. An example of that, is this website that I made by my self using html, CSS, JavaScript and php. If you have any questions contact me at contact@mikedanielsson.com.

Skills

Show all

Level Design

7

Game Design

3

Web Design

2

Unity

2

php

2

Photoshop

2

MySQL

2

Management

2

Hammer Editor

2

C#

2

Ui Scripting

1

C++

1

Selected skill

Professional projects

Touchgrind Scooter

Mobile game available on iOS and Android.

Level Design

Ui Scripting

Way of the Turtle

3D platformer available on iOS, Mac and tvOS.

Level Design

Game Design

dalavision.se

Swedish TV website.

Web Design

php

MySQL

1 more..

Educational projects

Astral Shift

3D platformer made for PlayStation 4.

Level Design

Unity

C#

1 more..

Roof Runners

Third person tag game made for PC.

Level Design

Game Design

Unity

1 more..

Personal projects

Simple 2D Level Editor

2D Level Editor/Platformer made in SFML.

C++

Layers of Risk

Mod made for a game called Rust.

C#

Game Design

Level Design

levelexpose.com

Community website for custom game levels.

Web Design

php

MySQL

1 more..

br_killzones

Battle Royale level for Counter-Strike: Global Offensive.

Level Design

Hammer Editor

br_electrified

Battle Royale level for Counter-Strike: Global Offensive.

Level Design

Hammer Editor

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contact@mikedanielsson.com

cv/resume
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Astral Shift

Release date: 2019-11-10

Duration: 9 weeks

Platforms: Playstation 4

General

This project started 2019/09/09 and was part of the education at PlaygroundSquad Falun.

2D platformer made in 3D. No enemies exists but the player can die by touching different deadly objects in the game. You can jump, double jump and wall jump. When you perform a double jump the avatar will transform to a ghost form. While in this ghost form you can travel throw all objects in the game. You will keep your ghost form as long you are traveling upwards. You will also keep the ghost form as long you are inside an object. Watch the gameplay video.

The ghost form mechanic contributed to a really fun and challenging way of creating a game. When I created level 1, 2 and 3, I had a concept I followed. Half of the challenge to overcome and obstacle should lie in executing the monoverse. And the other half should be about the difficulty trying to understand the obstacle, the order you should perform the game mechanics. After several game testing sessions and a lot of tweaking I do believe we where close to achieving something that was close to this concept.

Level Design

Unity

• Created level 1, 2 and 3 of our 4 levels, using Unity as our level editor.
• Bug testing and tweaking of levels.
• Gave feedback on the 4:th level.

C#

Unity

• Created a prototype of the game in Unity. Because of school rules we needed to create our game in PlaygroundSquads in house engine Tengine. The functionality Tengine has compared to Unity was not much. So I decided to created a prototype of the game using Unity. Thanks to that we could iterated on our Level Designs more, evaluate and tweak game mechanics before the programmers where finished with them. Use the prototype as a template to speed up the project. And it was also a lot easier for us to show our teacher what we wanted our game to be in our sprint presentations.

Management

• Half of the weekly planning for us Game Designers/Level Designers.

br_electrified

Release date: 2015-08-08

Duration: 3 months

Platforms: Windows

General

Battle royale level/mod made for Counter Strike: Global Offensive.

Back in 2015 the game H1Z1 introduced me to the battle royale game concept. After playing it for a while I realized that this type of gameplay can be made in so many different ways. And I wanted to do something similar that had more action, faster matches and less time spent looting.

About the level:
All players starts in the outer edges of the level. The level design consists of 4 different zones thats color coded. Each zone will be electrified after a set time, pushing all players to the middle of the level, making the space smaller. Guns can be obtained by touching different weapon plates. Weapon plates are also color coded and contains different weapon types. For example, touching a SMG weapon plate will give the player a random SMG weapon. Players will access stronger weapons the closer to the middle they are. A voting mechanic also exists in the level. Players can press a button at the start of the round that can activate the fast mode. Zones will be electrified faster and the total round time will be shorter if this mode is active.

Currently over 200.000 subscribers at steam workshop.

Youtuber (phantasy) explaining and playing my level.

Level Design

Hammer Editor

• Created the level using Valve Hammer Editor.

br_killzones

Release date: 2017-01-26

Duration: 3 months

Platforms: Windows

General

This is the second battle royale level I made for Counter Strike: Global offensive.

You spawn in one of 7 zones that exists in the level. Each zone uses a specific weapon category and players can only use selected weapons from that category. After a set time the electrifying process begins and zones will be electrified one by one and make the space smaller for all players alive. The level can hold up to 32 players and the last survivor wins.

Before the electrifying process starts it will be announced by sound and text. An overview map located in the game world exist. It will display zones that already been electrified and the next zone that will be electrified. When you move to other zones you go through teleports that will give you the specific weapon related to the zone your teleporting to. You also gain 750hp under 2 seconds for protection against potential campers in the new zone. After a teleport is used it will be disable for 5 seconds. The level is versatile and can disable 1 to 3 zones if not enough players are meet at the beginning of a round.

Currently over 50.000 subscribers at steam workshop.

Watch the gameplay video here.

Level Design

Hammer Editor

• Created the level using Valve Hammer Editor.

dalavision.se

Release date: 2016-06-01

Duration: 4 months

General

A Swedish TV website that you can access by buying any TV related services as, Telia, Sappa and Com hem. Programs are mostly about local events from an area in Sweden called Dalarna. Visit the website here.

Web Design

Photoshop

• Designed and created the website with all its UI elements.

php

MySQL

• Admin system for uploading new videos and writing articles.
• Video queue system for encoding in different video qualities.
• Installing and configurating the server running dalavision.se.
• All other things needed for the website to work.

Layers of Risk

Release date: 2020-06-20

Duration: 3 month

Platforms: Windows

General

A mod made for a survival game called Rust.

What is Rust?
Rust is a first person shooter/melee survival game. You spawn on an island where everything wants to kill you. The wildlife, other players and the environment. Gather different items and use them to create your own base, weapons and other things that will help you survive.

What is Layers of Risk?
Layers of Risk changes some fundamental things in the gameplay of Rust. Players are divided in different tiers depending on what gear they have. The stronger your gear is the higher tier you get. The map is divided in different zones and the closer you are to the middle of the map, the wider that range of tiers you can attack/get attacked by. In the outer zone for example, only players within the same tier can attack each other. Watch this video of me explaining Layers of Risk.

Layers of Risk is available at umod.org. Check it out here.

Game Design

• Created the concept.
• Prototyping and bug testing.

C#

• Coded everything using Oxide (modding tool for Rust and other games).

Level Design

• Created a custom made level for the mod.

levelexpose.com

Release date: 2017-12-01

Duration: 7 months

General

Levelxpose.com is a website where you can upload custom made game levels for a variety of games and add game servers for monitoring. The website is not live anymore but you can check it out here.

Web Design

Photoshop

• Designed and created the website with all its UI elements.

php

mysql

• Community system where users can register, upload custom game levels for various games and write forum posts.
• Custom made forum.
• Automated virus scans using clandscan when users uploading new levels.
• Multiple ranking systems for uploaded levels.
• Admin system for handling users and levels.
• Register game servers for monitoring and statistics.
• Custom made info pictures for all registered servers.
• Configurating and installing the server running levelexpose.com.

Roof Runners

Release date: 2019-05-01

Duration: 9 weeks

Platforms: Windows

General

This project started 2019/03/18 and is part of the education at PlaygroundSquad Falun.

Six players compete in an exhilarating tag game where dogs are chasing cats. Each round are up to 3 minutes long. If all cats are catched by the dogs before the round is over, dogs win. If any of the cats are free when the round ends the cats win. Cats can free their imprisoned comrades by pressing a button, which frees all cats currently captured. Watch the gameplay video.

Level Design

Unity

• Created 3 different levels using Unity.
• Gave feedback on levels.
• Gameplay and bug testing.

Game Design

• Created the ground concept of the game.
• Wrote parts of the Game Design document and maintained it.
• Prototyped and iterated on game mechanics.

Management

• Working with our sound designers and main responsibility over all sounds in the game.
• Arrange game testing sessions and take notes.

Simple 2D Level Editor

Duration: 3 months

Platforms: Windows

General

Simple 2D Level Editor made in SFML. I started working on this project in the beginning of 2021 and the goal was to learn more about C++. I never finished the Level Editor but I learned a lot from it.

C++

• Simple 2D collision that works in low fps rates.
• Loading and saving binary level files.
• Created my own simple UI system.
• A level editor that can draw millions of cubes. Even on really old computers (tested on 2007 intel graphic card).
• Created my own camera that follows the player smoothly.
• All textures will scale correctly after the window size in real time.

Touchgrind Scooter

Release date: 2021-07-02

Platforms: iOS, Android

General

Touchgrind Scooter is the newest game in the Touchgrind series. You can play it on any mobile device with the right hardware. Steer a scooter with your two fingers. Grind, jump and do different tricks to increase your score before reaching the goal. Each map consists of several paths. Score is gained for each path individually and are added together in the final score for the level. Visit the release page.

Level Design

• White-boxing 3 of the 7 levels with our in-house level editor.
• Scripted several hundred challenges that is used in all of our levels.
• Gave feedback on other levels, challenges and game mechanics.
• Working with our art team in different stages of the levels as they developed.
• Created and maintained documents for all our challenges.
• Bug fixes and testing of levels, challenges and other things.

Ui Scripting

• Used our in house ui system to script different ui elements after mockups.
• Gave feedback on how ui elements should work and look.

Way of the Turtle

Release date: 2019-09-19

Platforms: iOS, Mac, Apple TV

General

Way of the Turtle is a 2D platformer game created in 3D. You take the form of two small turtles who got stranded on a mysteries island. Here you need to overcome different challenges before the turtles can leave and go back home. As the game progress you gain new abilities that will help you to overcome different monsters and puzzles.

This game consists of three parts. The base game, the volcanic update and the dark magic update. I was involved and worked on the dark magic update. Visit the release page.

Level Design

• White-boxing 5 of the 10 levels with our in-house level editor.
• Working with our art team in different stages of the levels as they developed.
• Bug fixes and testing of levels.
• Gave feedback on levels.

Game Design

• Evaluating, testing and prototyped new game mechanics.