Game Jams

Game jams are where I like to test ideas quickly, build weird little systems under pressure, and finish projects that would probably never exist otherwise. This page collects the jam games from my portfolio in one place, while they also remain part of the main All Projects overview.

These projects are usually small, but they are great snapshots of how I work with constraints: short timelines, limited content, fast iteration, and a strong need for clear gameplay communication.

Showing 3 game jam projects

Kill all Goblins! A critical view on Tutorials in Video Games

  • Built as academic work during Nordic Game Jam for the Playable Media course.
  • Used a conventional tutorial structure to critique how games normalize violence.
  • Designed the game so the attack instruction is optional, but following it traps the player in escalating combat.
  • Written reflection tying the design back to critical game studies.
Kill all Goblins! A critical view on Tutorials in Video Games

Goblin Smasher is a small academic game project I created for the Playable Media course at the IT University of Copenhagen and developed during Nordic Game Jam. The project explores critical design by presenting the player with a familiar tutorial structure, then turning one of its most normal instructions, attacking, into the moral pivot of the entire game.

Game Jam

Nordic Game Jam 2025

Game

Goblin Smasher

Date

2025

Duration

48h

Team Size

Solo

Scary Dark Dungeon

  • Implemented dialogue flow and animalese-style dialogue sounds to strengthen atmosphere without full voice acting.
  • Built enemy behavior with a reusable state machine setup in Godot.
  • Connected story progression to environment interactions such as door events and signals.
  • Worked on sound and level progression to support the game's moody pacing.

Scary Dark Dungeon was created during miniBeansjam 9 as a compact atmospheric adventure with exploration, dialogue, and light combat. My work focused on level and story design, dialogue implementation, sound, and enemy behavior built with my Godot state machine workflow.

Game Jam

miniBeansjam 9

Game

Scary Dark Dungeon

Date

2023

Duration

48 hours

Team Size

3

Crunch Time

  • Built the player gameplay loop around carrying items, delivering drinks, and punching the Sandman.
  • Implemented the elevator mechanic that ties the whole office layout together.
  • Handled sound and UI implementation.
  • Used a custom Godot state machine generator plugin to speed up character-logic iteration.

Crunch Time was created during BeansJam 2022 and turns late-night office work into a fast little resource-management game. I worked on gameplay programming, including the player and Sandman behavior, the elevator mechanic, sound, UI, and a small state machine generator plugin that helped speed up iteration during the jam.

Game Jam

BeansJam 2022

Game

Crunch Time

Date

2022

Duration

48 hours

Team Size

3