Game Jams

I really enjoy participating in game jams, and I try to join at least one every year. They’re a great way to experience the excitement of building something from scratch and testing out small, experimental ideas. One of my favorite parts of a game jam is staying up late with a team, throwing ideas around, sharing what we’ve made, and laughing at the ridiculous little features we somehow decided to implement. So if you ever run into me at a jam, come say hi and let’s build something cool together!

Nosink

  • Implemented the first-person character controller and shooting mechanic.
  • Built interactive environment obstacles including targets, ricochet surfaces, bounce pads, and sinking platforms.
  • Created the second level of the game and worked on the UI.
  • Integrated gameplay elements that support score-chasing movement and survival pressure.

Nosink is a fast-paced 3D platformer and survival jam game made for Nordic Game Jam 2026. The player jumps across platforms that slowly disappear into a rising sea of nothingness, shoots targets to score points, and tries to stay alive as the arena keeps falling apart.

Game Jam

Nordic Game Jam

Game

Nosink

Date

2026

Duration

48 hours

Team Size

3

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

Game

Goblin Smasher

Date

2025

Duration

48h

Team Size

Solo

Gib Ihm Gibbon

  • Built the player character controller and core slap interaction.
  • Implemented footsteps, idle sounds, slap sounds, and other gameplay audio feedback.
  • First appearance as a voice actor in the role of Zoo Visitor 3.
  • Responsible for a good time at the jam and the continuous provision of snacks.
  • Close collaboration with sound designer to improve the quality of high fidelity slap sounds

Gib Ihm Gibbon was our Global Game Jam 2024 game for the theme "Make Me Laugh". Our idea was to let the player take control of Gibbi, a monkey who gets so annoyed by zoo visitors that he starts slapping them into outer space. I loved working for this jam. I do not think I have ever laughed that much while making a game, and the team was amazing!

Game Jam

Global Game Jam

Game

Gib Ihm Gibbon

Date

2024

Duration

48 hours

Team Size

5

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 8

Game

Crunch Time

Date

2022

Duration

48 hours

Team Size

3