Jesper Brun Halfter

Glyph 4K Screenshot Collection

This is a collection of Glyph screenshots in 4K resolution (3840×2160) intended for use as promotional material, screensavers, and wallpapers. If you are the kind of type that doesn’t like spoilers, you may want to come back once you’ve completed the game. 🙂 I will expand this collection of screenshots in the near future.

Harpoon FRVR – A mobile fishing game

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:https://harpoon.frvr.com/ Or find it on Google Play Store:https://play.google.com/store/apps/details?id=com.frvr.harpoon&hl=en_US&gl=US I was the game designer on this …

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Star Suckers – A local multiplayer game developed in 48 hours

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 …

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Vibe Can – A simple program delivering ambient background noises

Vibe Can is a small program allowing the user to put together an ambient soundtrack they can listen to while working or relaxing. The current version of Vibe Can is sci-fi themed. It attempts to capture a variety of different environmental sounds inspired by sci-fi settings. This involves stuff like server noises, an ion storm, …

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Exhibiting Hellstar at Tent – London Design Fair 2016

I feel priviliged to have been invited to exhibit my thesis project and game prototype Hellstar at the London Design Fair along with other students and graduates from The Royal Danish Academy. This is the first time for me travelling outside of Denmark on my own staying at small hostel. While slightly uncomfortable being on my own, …

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SPACE BUTTS – A two player cooperative spaceship maintenance game

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 …

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CS:GO Skins

Back in 2014 when skins were a new addition to CS:GO, I created 7 skins and submitted them to the Steam Workshop. Below are the workshop images for each of the 7 skins. Skins in CS:GO are cosmetic items that change the visual appearance of your weapons in the game. Skins in CS:GO quickly grew …

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DDX49 – Space shoot-em-up prototype

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  

Pølsefest – Local multiplayer brawler with vikings and sausages

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 …

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Tortharious – A platform race game about a rabbit and a turtle swapping dimensions

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 …

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Experimenting with symmetry in level design for Counter-Strike

The challenge for me was to design a symmetrical level for Counter-Strike: Global Offensive that supports all of its five official game modes. I chose for the visual direction of the map to be set in a military combat training facility located in a remote jungle, like something you would see at a secret base of a James …

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