Adam Forsell
The will makes the difference!

A game that let's you
play as a spider!
Which obviously has the ability to
walk on any surface,
and swing around with web!

My Main Contribution - The Climbing Mechanism & The Cameras
This was a 7 week long project produced in the Unity Game Engine, by a group of students for a Vocational Education, the Game Creator Programmer course at Yrgo, Gothenburg. The project was a group collaboration between us, the programmer class, and the Game Creator Artist class.
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My main contribution was to make the actual movement of the spider - to give it the ability to walk on any surface and for the camera to follow as it would in a typical action-adventure 3D game (Zelda was a great inspiration).

"..a number of Raycasts.." - here most of them are shown, but there's also one straight forward, backwards, and one diagonal for each of the spider's sides.
We wanted to make the spider adapt to what it walks on, no matter what it is, as long as it's climbable. This was achieved by using a number of Raycasts (see image above), finding the normals that is under the player, and thus calculates the average out of all those normals, to then set the up direction of the spider to that average normal direction. Then of course we also have a custom gravity that is applied with a Rigidbody.AddForce() to the spider's down-direction.
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The Cameras were also what I spent most of the duration of the project on, making sure that it is true to the perspective of a spider! It was trickier than expected - to make sure the cameras have the same rotation in any angle, and it would need a longer and in-depth explanation to make it tangible, so if interest arise, contact me!
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Moreover, I was assigned the lead programmer for the group, thus I was touching most of the scripts and logic of the project.
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With this project I felt how my coding confidence grew immensely, and now post mortem, I feel hungry for more challenging projects!
Were.Wolf
This is a game that I and 5 others produced together in a group project assignment for my Higher Vocational Education.
The group consisted of 3 Game Art students, and 3 Game Programmer students. I contributed mainly as a programmer, however, we worked very tight with each other, thus few areas were of a single person's responsibility. Although, initially I stood for system for the Transformation Ability of the player, and for the Puzzle Elements behavior (Box, Pressure Button and Levers).
Furthermore, I designed Level 3 - the fourth level in chronological order when including the Tutorial Level. Most of the sounds effects of Were.Wolf was also among my responsibilities.
We actively discussed the design choices for the game, thus the overall design is the product of great collaboration and communication!
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This was completely done during the Covid-19 pandemic and therefore all work was done remotely - by only meeting digitally!



Geomatrix
An action sorting puzzle game, that in itself is a puzzle to build! Built for touch controls.
I have been having an extremely hard time attempting to give this game an absolute shape. The game has gone several mutations over the years since the idea was born around 2009. Initially made for PC, to be played with mouse and keyboard, I figured that it would be better off on handheld, but this proved a challenge to port, considering the move to Touch controls.
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Below I present some of the latest versions and how different they are being played.














