TOP GUM is a weird ‘match the hole’ game created during the Create Jam Fall 2020 online event. You flick a tooth fairy towards a set of teeth and your goal is to match the hole of the tooth fairy who was flicked before you.

Link: https://hugohalle.itch.io/top-gum

Contributions: 3D-modeling
Credits: Hugo Hallé, Andreas Thomsen, Jon Aschberg, Lasse Westmark, Roxana Spiridon, Hans Haave, & Lasse v.F. Sostack


Virtual Dice Tray is an application aimed at Dungeons and Dragons gameplay. It’s a physics based dice thrower including all the required die types, class themed colors and logos, and logic that calculates dice values automatically.

Made with Unity, Playmaker and Blender

Contributions: Everything


See You On The Other Side (SYOTOS) is the title of the game that kickstarted Tunnel Vision Games and layed the foundation for what Lightmatter has become today.

It was the product of a 5th semester project at Aalborg University, where we set out to investigate ‘hand holding’ in games.
The inspiration for SYOTOS was our curiosity as to how the 2D game Closure, which has a similar shadow mechanic, would work in a 3D first person setting. We set out to create a prototype and quickly found that it had potential.

Link: https://wikzo.itch.io/see-you-on-the-other-side

Contributions: Level design, puzzle design, game design, 3D-modeling.
Credits: Philip H. Nymann, Mathias K. Berthelsen, Gustav Dahl, Benjamin N. Overgaard, & Lasse v.F. Sostack


Flow Hunters is a 4-player arena based shooter, where the goal is to collect points by completing different missions.

It was developed as part of my 6th semester bachelor’s project. The project investigated ways to communicate asynchronous information to up to four different players at the same time in a couch game setting. Since every player would be able to see any visual clues on the screen, we implemented a tactile feedback system that delivered its messages through the rumble functionality in the Xbox 360 controller. The messages delivered were the missions that each player had to complete as well as any potential mission target e.g Kill (mission) Blue (target) Player.

Contributions: Level design, game design, 3D-modelingv
Credits: Philip H. Nymann, Gustav Dahl, Benjamin N. Overgaard, & Lasse v.F. Sostack


HAMMER SLAMMER is a small fast paced multiplayer game for Android devices, where your objective is to smash your opponents with giant hammers and power-ups.

It was made in about two weeks of casual game development when us Tunnel Vision guys were warming up and about to jump into creating Lightmatter.

Link: https://play.google.com/store/apps/details?id=com.tunnelvisiongames.hammerslammer&hl=en

Contributions: Game design, testing
Credits: Philip H. Nymann, Mathias K. Berthelsen, Gustav Dahl, Benjamin N. Overgaard, & Lasse v.F. Sostack


“Let the mystical world of Clockwork Dream enchant you in this atmospheric point-and-tap art game filled with shattered machinery and clock figurines slowly coming to life as you play the game. Help a clock ballerina and her helper, a little time spirit, restore the shattered clockwork in which they live.”

Clockwork Dream is a project that I was part of during my 9th semester internship at The National Academy of Digital Interactive Entertainment (DADIU).

My role was Quality Assurance & User Research Manager and my purpose was to continuously quality test game builds, plan, construct and conduct user tests and interviews, and relay findings to the developer team.

Link: http://www.dadiu.dk/clockwork-dream

Contributions: QA & UX Management