Harpoon FRVR is a simple mobile game where you play as a fisherman equipped with a variety of harpoon weapons and is tasked with catching as many fish as possible before the time runs out.
Play it in your browser here:
Or find it on Google Play Store:
I was the game designer on this project back when Bolverk Games was tasked with designing and developing small games for FRVR in a short amount of time. These games were being developed for a customized pixiJS framework that allowed them to be played on a wide variety of platforms and devices. Basically anything that runs a somewhat modern browser as far as I understand.
Although the basic design of the game is simple on the surface and one that is seen in countless clones of the classic Gold Miner flash game, there are a couple of nuances to this game that I think makes this a decent game, and one that I had fun developing and playing.
- Fast paced action and short sessions makes this what I think is a true “toilet game” where you can have some quick non-committing fun.
- A progression system where golden jellyfish can be caught to unlock a wide variety of harpoons that caters to slightly different play styles.
- Skill based gameplay where great shots matter a lot if you want to get a good score, and where bad shots can cost you a lot of time and points.
Thinking back on this project, I think it would have been a better decision to switch the gameplay up so that trash was what gave points and fish was what was “bad” to catch. Although it looks dramatic when the fish are jittering once on your hook, and satisfying to see them being reeled in, I think the game overall risks sending a poor message. Cleaning the ocean from trash instead of fish would have been better for this game in my opinion.
Trigon is a fast paced reaction based game where you spin a triangle in order to hit incoming lines with the correct color.
The speed of the lines increases as you go and the goal is to get as high a score as possible before failing by matching colors incorrectly.
Trigon is available on Facebook, Newgrounds and the FRVR site as well as the Google Play Store for Android devices and on the App Store for IOS devices.
Star Suckers is a local multiplayer game where up to four players compete at being the last one standing in a rapidly collapsing solar system.
In this fast paced physics simulation a procedurally generated solar system containing one star and several orbiting planets quickly collapses as a result of gravity.
You and the other players can jump from one planet surface to another and attempt to absorb energy from the star to perform longer jumps and use explosive attacks against each other.
This game prototype is among my favorites of prototypes I’ve worked on. We reached our goal of creating a simple yet competitive game. The game attracted a lot of attention and people came to our table to battle each other and spent a lot of time with smiles on their faces.
This is a game that I am really proud of. Particularly when I consider that we were three individuals with two days to get from start to finish, and experiencing how many smiles and laughs we got out of everyone who tried it.
Star Suckers was created by Mark Olsen, Joachim Gerber, and I during the 2017 Global Game Jam hosted at ITU in Copenhagen.
Visit the Itch.io page if you want to download and try out the game: https://jehal.itch.io/star-suckers
2-6 players (3 recommended).
The goal of the game is to have no Kings, Queens, or Jacks in your hand and then reveal The Bedroom while one of the following combinations are present within it:
1 King and 1 Queen.
1 King and 1 Jack.
1 King, 1 Queen, and 1 Jack.
Shuffle the cards and place 4 cards face down in the middle of the table.
These cards are The Bedroom.
Deal cards clockwise until all players have 4 cards. A player’s cards are private and must not be shown to other players.
Put the remaining cards face down in a pile on the table next to the 4 cards making up The Bedroom. This pile is called The Stairs.
Take the top card of The Stairs and place it face down next to The Stairs pile. This new pile is called The Gutter.
A player’s turn starts by the player revealing 1 card from their hand face up on the table. The player must perform one of the following actions based on what the card is:
1 (ACE) – Reveal
The player must reveal all of the cards in The Bedroom.
2, Choose 2 cards from your hand and place them in The Gutter. Draw 2 cards from The Stairs.
3, Choose 3 cards from your hand and place them in The Gutter. Draw 3 cards from The Stairs.
4, end your turn.
5, end your turn.
6, end your turn.
7 – Join
The player must add 1 card of choice from their hand to The Bedroom without revealing that card to anyone else.
9 – Peek
Choose 1 card in The Bedroom and place it face up. Once everyone has seen it, place it face down again.
Choose a player to perform a Rotation
10 – Insider
Choose one card in The Bedroom and look at it without revealing it to anyone else. Place it face down in the same spot.
KING, QUEEN or JACK – Rotation
Choose one card in The Bedroom and place it in The Gutter without looking at it.
Choose a card from your hand and place it face down in its place in The Bedroom.
Jesper Brun Halfter
Picoban is a maze puzzle game with very simple controls. As you take the role of the imprisoned Picoban you must find a way to escape from the cursed and illusive castle.
The trick is that you cannot stop moving once you have started in a direction before you hit a wall or something else that stops you.
This makes for a puzzle game where the player is encouraged to analyze the different paths in order to find the right one.
Picoban was nominated in the category Best Showcase at Spilprisen 2017
Spilprisen is The Danish Producer’s Association’s annual tribute to the best Danish digital games in a number of categories.
You can check out Picoban here: https://jehal.itch.io/picoban
On the 12th of September 2016 I released Picoban on Itch.io with two different versions. One which is a free demo containing the first seven levels of the game. The other which is a full development version with all the content. The development version will receive updates continuously and new updates for that version continues to be free for supporters.
HELLSTAR is a fast-paced shoot ’em up set in outer space that puts the player up against an adapting enemy.
The game is a prototype for PC designed as a part of a project where the goal was to experiment with character progression in a shoot ’em up game.
Shoot your way through the drone armies as you salvage upgrade modules to customize your fighter vessel.
Avoid scanners that will gather information about your preferences and the way you fight.
Defeat bosses adapting to counter your strengths.
Manage your weapon resources carefully as you push deeper into enemy territory.
Transform your fighter while in combat and master the two different flight modes and six different weapons.
You can download and play the prototype at https://jehal.itch.io/hellstar
Keep in mind that this is a prototype and that there will be bugs.
The prototype is developed for Windows PC at 1080p resolution with mouse and keyboard.
The prototype was developed for my thesis project where I sought out to experiment with character progression in a shoot ’em up game, while taking inspiration from the genres action RPG and roguelike.
I developed the prototype with the goal of giving the player the experience that the A.I. is learning and adapting to their play-style, forcing them to change up their behavior to avoid the enemy countering their preferred way of playing effectively.
A significant part of the work went into creating such a system in a way that the player could understand and utilize to their own advantage. The system started out being a complicated hidden system gathering a lot of information about the player in order to create a player profile, which could then be used by the A.I. to send the most effective units against them.
The system ended up being simplified significantly in order to be visually communicated to the player in a more simple and approachable way.
SPACE BUTTS is the product of Mark Olsen and I having a blast at Nordic Game Jam 2016.
We created a cooperative game featuring two space engineers struggling to save their spaceship which is under heavy fire from alien aggressors. The trick is to apply hammer to everything that breaks on the ship. However, each of the two engineers have different sets of expertise and it is up to the two players to distribute the work load as effectively as possible. Coffee may be brewed and consumed for a short burst of increased efficiency.
You can download and play the game for PC here: https://jehal.itch.io/spacebutts
Purge The Land is my submission for Global Game Jam 2016. It was created in under 48 hours at ITU Copenhagen using Game Maker Studio, Photoshop CS5 and FL Studio 11.
The theme of the game jam was Ritual. I decided to design a game where the player has to control a group of disciples as they purge the land by stomping on cysts of evil. The disciples will get corrupted and needs to perform in a ritual to be cleansed.
Download the game for PC at: https://jehal.itch.io/purge-the-land
Darkness is coming and the disciples must purge evil from the land!
Purge the cysts of evil.
Cleanse thy soul.
Accept thy blessings.
Divide thy flesh and conquer corruption.
Use your disciples to trample the cysts. But be careful; You will need cleansing after each cyst you purge. When cleansed, you may become blessed and receive the power to be divided!
Wan Yama is a prototype I developed in order to test a concept for a lightweight turn-based strategy game.
The prototype was created as a part of a business course where I had to develop a game concept, game prototype and a business plan to follow.
I was heavily inspired by an old browser game BBC – Walking With Dinosaurs – Big Al Game. A game where you control a young Allosaurus trying to survive.
As a newly hired operator for Geno Corp, your job is to operate creatures in an artificial environment to gather important research data.
You must hunt, fight, eat and drink in order to grow strong enough to reach the top of the food chain.
Wan Yama is only a very raw prototype for a university project intended to display a few core mechanics. There is no finite win condition and only one creature type to play as.
You can download the prototype for PC here: https://jehal.itch.io/wan-yama
Protega is my entry for the 48 hour KADK Fall Jam 2015 at the Royal Danish Academy of Fine Arts, Design School.
The theme of the game jam was Out of balance.
Downloadable at Itch.io/Protega for PC and Mac
Protega is a cooperative spaceship game where each player controls a different part of the spaceship.
The four players must work together to navigate the ship around in a maze full of asteroids, in order to collect all stars.
The players has sixty seconds to get from star to star, requiring teamwork in order to win.
Each player controls one specific part of the ship. Blue player controls the large thruster, green player controls the rotation of the ship, yellow player controls the small thruster and the pink player controls the laser gun.
DDX49 is a shoot-em-up prototype I worked on part time during my summer holiday in 2015. It served as practice for using Game Maker Studio.
The project served well as an opportunity to experiment with game feel and top-down controls with mouse and keyboard.
You can download it for PC on Itch.io here: https://jehal.itch.io/ddx49
As a part of an open pledge challenge every participant had to do something every day and upload the result in our group.
I took on the challenge of creating and uploading a game every day after work.
Trevor versus Pigeons
The first game is called Trevor versus Pigeons. The challenge is to hit as many pigeons as possible in the fall from a skyscraper.
The second game is a personal take on a the classic game Space Invaders. In my version it is you that must invade.
The third game is about processing lamb chops into steaks in a factory. Press the buttons on the machines as the meat enter and earn as much cash as possible.
Fisherman of the Dawn
The fourth game is about a fisherman that catches his fish with his bow and arrows during the dawn. See how many fish you can catch before the end of dawn.
In the fifth game you are on a detour in the forest and must avoid hitting the wildlife.
The sixth and final game is called BLITZY. It as an abstract game where you have to avoid laser shots and collect power dots while the game becomes increasingly chaotic.
Polsefest was the result of Joachim Gerber, Frederik Bager and I, working together at the KADK Local Jam in the spring of 2015.
In the game, each of four players controls a viking and must battle in a free-for-all by throwing sausages at one another until the last viking stands.
While the game is somewhat ridiculous, it was a success and won the title for best game. We have since had fun showing and playing it at parties where it has proven itself as an entertaining warm-up game with a high skill ceiling. We have since taken some time to create a few updates for the game. We are still seeking an opportunity to take it further.
You can download and play the game from Itch.io here: https://loxfear.itch.io/polsefest
You can watch a short trailer of an early version which was displayed at a talk about hotdogs at A MAZE Independant Videogames Festival Berlin 2015: https://www.youtube.com/watch?v=wfTg5M8YgR8&feature=youtu.be
Tortharious is a two player platform racing game where the goal is to survive longer than the other player. The players will play the exact same obstacle course, only mirrored. Occasionally, a dimension sphere will appear, which when reached, will invert all platforms, turning safe platforms into spike platforms and vice versa.
The game was made in under 48 hours at Nordic Game Jam 2015. I created the soundtrack for the game as well as the pixel art for the backgrounds and the platforms.
You can download and play the game on PC at Itch.io: https://loxfear.itch.io/tortharious
You can give the soundtrack a listen here:
SCOUTS! is a mobile game about three scouts on an adventurous quest in the wild. As your group runs through the forest they encounter different obstacles that a specific one of the scouts is able to handle. It is up to the player to stay prepared and arrange the order of the scouts before each obstacle.
This project represents the conclusion of my time at the DADIU course in Copenhagen Denmark.
My role on this team was Art Director. I took on this role while studying Game & Interaction Design at The Royal Danish Academy of Fine Arts’ Design School.
The reason that my role was Art Director and not Game Director or Game Designer, was that a part of the learning goals of the course was for leading roles to take positions outside of their comfort zone.
Our team consisted of 18 students from a variety of universities in Denmark. Programmers, artists and designers were put together to work on games with the goal of experiencing working in a professional environment and having to develop and release a finished game in a short period of time.
My job on the team was to direct the team of artists which consisted of a visual artist, two 3D artists, and an animator. One of my responsibilities was to work closely with the Game Director and Lead Game Designer to ensure that the visual representation of the game was in line with the vision of the game. The job also involved working closely with the Lead Technical Artist and Lead Programmer to ensure that the artistic vision was feasible to implement in an extremely short amount of time.
Tasks that I undertook on this project involved:
- Participating in morning meetings with the other leads. During these we would give a status on our progress and resolve various issues before the rest of the team checked in.
- Conducting morning meetings with the art team where we took turns to quickly summarize our current progress and planned tasks. During these meetings we would raise awareness if we were stuck or had other problems.
- Working closely with the other leads on the team to ensure that the artistic vision of the game and the visuals of the game assets had the best prerequisites for success and fell in line with the vision set by the Game Director.
- Developing the art direction. This involved working on the art bible and communicating our vision clearly to the artists.
- Helping plan and prioritize tasks on the fly with the art team.
- Working closely with the artists and adjust the scope of our ambitions according to circumstances.
- Brainstorm ideas and solutions with individuals on the team.
- Taking responsibility for shortcomings and helping resolve conflicts.
- Testing art elements with the Game Designer to ensure that the art fulfilled its purposes through the lenses of Game Design.
- Attempting to maintain a positive vibe and healthy work ethic in a sometimes stressful environment.
You can play the game on Android devices here: https://play.google.com/store/apps/details?id=dk.dadiu.scouts
The following is a handful of the concept art and various artwork pieces I developed on the team as art director.
This is a learning game project I worked on for a 5 week course where I developed a concept for a game called ISOMATH.
The goal of ISOMATH is to help 3rd. graders learn and practice math by completing small puzzles on a tablet.
In ISOMATH, the player is presented with a room in which the goal is to move blocks with values around and combine them in the right order until they have the number needed to complete the level.
The game is based on moving blocks around in an isometric world. Blocks can have different values, attributes and abilities. The basic one is the Metal block as shown above.
Only three of the six sides on the block are visible to the player. The top side displays the value, the western side shows the face of the particular type of block, and the third side shows the blocks attribute. The Metal block does not have attributes, only values.
The player can move the blocks around by pushing, pulling and dragging by swiping the finger on the screen. One of the ways to complete levels, is to insert metal blocks with the correct value into the right holes in the walls.
The image above shows what a basic puzzle could look like. The player has four blocks to move; two metal and two jelly. Once a jelly block makes contact with a metal block, it merges it’s value into the metal block while applying the attribute. The two merge leaving only the metal block.
The game has three kinds of special blocks. The jelly block, the glass block and the smoke block. The jelly block merges upon contact with solid blocks as metal and glass.
The glass block is fragile, meaning it can break if certain physical forces are applied to it. If a glass block is broken, it leaves it’s value and attribute on the ground for metal blocks to obtain.
The smoke block is different in the way that the player cannot control it. The smoke block moves towards other blocks if they get too close and applies its value with its attribute.
This means that the player has to be careful not to get the wrong blocks too close to it.
In order to complete a level, the player must fit the correct sum of values in metal blocks into either a marked area or holes in the walls.
The image above shows what a harder level looks like.
The players will encounter various mechanical structures and machines in the levels as they progress. These structures and machines adds diversity to the puzzles during mid and late game adding variety and fun to the more difficult levels.
Sheep Tag – Print and play
A print and play board game project from a 5 week board game course during my second year of my bachelor’s course.
Sheep tag is a print and play game that you could play simply by printing out the board and use bottlecaps as pawns. As the player, you must use your dogs to bring home two out of three sheep before your opponent. The players take turns moving one of their dog pawns, making the game focused around move prediction.