Portfolio

This is the online portfolio of Ola Frid. It contains some selected projects in a few different categories. Last updated 11 Apr 2008.

Group game projects
Personal game projects
48h games
Game modding
Web design and programming

Group game projects

Netherforce

Screenshot of Netherforce

Netherforce was a game created for a game project course at Chalmers University of Technology, together with five other students and an external modeler. It was entered into Swedish Game Awards, but did not win anything.

I worked mostly with the overall system design, the event system, collision, and object network updates.

More info, screenshots and movies are available at http://netherforce.com/

Codename: Spyware

Screenshot of Codename: Spyware

Codename: Spyware was a Spy vs. Spy influenced game, created as a third year project at Chalmers University of Technology, together with six other students.

I worked mostly with the editor, world rendering, and collision. The editor and world was design as to make it easy to create rough levels quickly, rather than advanced looking levels. It uses many things now considered rather old, such as static lighting with lightmaps.

No download or more info available.

Personal game projects

Cubehunter / Island generator and renderer

Screenshot of Island

Cubehunter is an island generator and renderer superficially masked as a game by adding a few spheres that the player can shoot, and oversimplified player-landscape collision. It was created for the Advanced Computer Graphics course at Chalmers University of Technology. Focuses on the graphics, and has water rendering, landscape LoD, uses VBO etc.

A download is available, but please note that since it was made, ATI has broken it by breaking its glGenerateMipmapsEXT function, so it might not work well on ATI cards. ATI has also earlier had problems with point sprites, but this now seems to work. It requires OpenGL 2.0 support.

Uses normal WASD FPS controls, mouse wheel to zoom, 'G' to generate new island, and 'F' for toggling wireframe. Shoot spheres before they reach the highest point.

Blastup 2

Screenshot of Blastup 2

Blastup 2 is a simple Gorillas-like game, and a sequel to Blastup (which was originally written in an afternoon and entered into the flipcode lame game challenge). Blastup 2 was my primary hobby project during upper secondary school (Gymnasiet), or so.

It has a landscape generator, particles, multiple weapons, network play (although very unstable), computer controlled players, and some other stuff. All in 32 bit software rendering.

More info, screenshots, and downloads available at its homepage (but do excuse its rather old web design). There's also an old IOTD entry at flipcode about it from 2001.

48h games

'48h games' here mean games made from scratch in a single weekend within 48 hours for the Ludum Dare 48h game competition. There have been ten such compos so far (not counting semi-official warm-ups), and I have participated in several.

Below is just a few of my 48h games, there's a more complete listing in my page at the Ludum Dare blog.

Uplighter

Screenshot of Uplighter

Uplighter is a simple puzzle action game where the goal of each level is to light it up to some percent. This is done by placing lights, breaking walls, or draining light sinks.

It was made for the 6th LD 48h compo, and it placed first in 'innovation', second in 'fun', and also won the 'Best In Show' award.

More info and download available at its entry in the LD blog.

The People

Screenshot of The People

The People is a bit of a 'sim-game'. You build different kinds of land, and people appear and grow based on this. It works as a puzzle game: You get a goal for each level, and you must meet them with (possibly) limited amount of resources.

More info and download available at its entry in the LD blog.

The Destruction of The Sheep

Screenshot of The Destruction of the Sheep

The Destruction of The Sheep was my second 48h game, but my first that fared well and won anything. It was a rather gore-filled puzzle game, and was a kind of reverse lemmings. The goal for each level was to remove all the sheep. This could be done with a variety of different traps, that could be placed in the way of the sheep.

More info and download available at its entry in the LD blog.

Game modding

I've primarily done modifications for the Unreal Tournament series of games. Most of these can be found at my Unreal Tournament stuff page.

Relicz for UT2004

Screenshot of UT2004 running with Relicz

Relicz is a mutator for UT2004 (and before that, UT2003), adding relics. Inspired by the original relics mutator for UT, these are special pickups that when carried gives some advantage, such as increased damage output.

Won an Honorable Mention in the Make Something Unreal Contest.

More info and download available at its entry at my UT stuff page.

Web design and programming

Jolle's slog

Screenshot of slog

My slog (short for 'stupid log'). Originally intended as a parody of a blog, it has grown into something strange. Its entries range from extremely weird fiction to almost oppressive real life ramblings. Its purpose was to be entertaining. Sometimes it is. But that's not important right now.

It uses PHP and SQLite, and it looks rather well in its current iteration.

© 2008 Ola Frid