'Blue Sky' 'Grassy Green' 'Orange Sun' 'Red Carpet' '<3 Skellefteå AIK' 'Halloween, boo!' 'Grey Garden' 'Purple Galaxy'
Finished Projects
2007-06-01 - 2007-06-30
Animenfo Radio Skins
Tools Used
Photoshop, Edit+
Credits
Anders Pousette
I was listening to animenfo radio alot during the spring, and had some problems finding a good theme I liked, so I decided to do one myself... Then later one became two :-).

This was mostly a css-editing job, with some cutting and editing of the original render (from somewhere on the 'net).
Screenshots
anfo_straw.jpganfo_yakumo.jpg

2006-02-16 - 2006-02-17
Blockdown
Tools Used
Macromedia Flash 8, Photoshop CS
Credits
Anders Pousette
Another flash game, this time a falling stuff thingy, kinda like tetris, but with completely different rules. The last flash game I did (combo!) I just had boring squares as graphics, so this time I wanted to do a bit more. In the end, the only non-flash graphics is the background, but it looks a lot better with just a decent background. I also focused a little more on usability, with a real menu and some nice interface details. Took me about 6-8 hours of work to finish this game.

You can play it here!
Screenshots
block_intro.jpgblock_howto.jpgblock_game.jpgblock_losing.jpg
block_gameover.jpg

2006-01-13 - 2006-01-15
Combo!
Tools Used
Macromedia Flash 8, HAPedit
Credits
Anders Pousette
A simple litte flash game I did, originally a clone of a game called "squares 2" but I evolved the concept to include the combo part, and multiple colors of "collectibles". Also with a server side highscore list, showing at the end of the game, as well as on the frontpage of my site. Playable over here!

Instructions:
Avoid the black squares, capture colored squares, make the combo! When you finish a combo you get awarded a multiplier bonus. For each time you make the combo without touching the wrong kind of color, the multiplier (and score) increases.
Screenshots
combo_intro.jpgcombo_ingame.jpgcombo_ingame2.jpgcombo_end.jpg

2005-12-19 - 2006-01-13
Media Container
Tools Used
Dreamweaver 8, Flash 8
Credits
Anders Pousette
Media Container is a flash program that displays different data on the screen, without leaving/changing the background. I did this one for Norran to be used as a kind of "digital frontpage". It displays images from subdirectories, rss-feed from a give source (in this case norrans website) and simple text presentations similar to powerpoint. To do all this I have some php-scripts that the flash program runs, as well as several xml-files for data storage.
Screenshots
media_pres.jpgmedia_images.jpgmedia_feed.jpgmedia_dev.jpg

2005-06-19 -
Skallen.net v2, v3
Tools Used
EditPlus, Photoshop, Paint Shop Pro, phpMyAdmin
Credits
Anders Pousette
Version 2 and 3 of skallen.net. Finished! Since v3 just got done, there isn't a v4 yet! There's some screens here from v2, and v3 is the current one so just look around you.
Screenshots
site_redirect.jpgsite_frontpage.jpgsite_projects.jpgsite_admin.jpg

2005-04-01 - 2005-06-07
Project Borg
Tools Used
Maya, OGRE, Visual Studio
Credits
Anders Pousette
Nicklas Larsson
Daniel Burlin
Rickard Widmark
A 3D game based on the popular Boda Borg concept. We were two programmers and two artists that did this game as an exam project at Luleå University of Technology. The concept is to solve a problem in each room to progress to the next as fast as possible. It worked out really well considering the fact that we only had 10 weeks to work on, and nobody had any previous OGRE experience.

The report from the project can be found at Luleå University's publication site.

Last screenshot is a picture from where we were developing Project Borg, featuring the other three team members =)
Screenshots
borg_menu.jpgborg_room1.jpgborg_room2.jpgborg_room3.jpg
borg_team.jpg

2004-11-05 - 2005-01-16
ParticleSystem3.0
Tools Used
Eclipse
Credits
Anders Pousette,
Fredrik Bohman,
David Kristofferson
This was another project we did at LTU, but this one was in cooperation with Agency 9 and their Agent FX engine. We did a particle system generator, with some cool options, a nice shader and webstart capability.

You can try it out here!
Screenshots
particle_color.jpgparticle_interface.jpgparticle_globe.jpgparticle_bounce.jpg
particle_blob.jpg

2004-04-01 - 2004-06-05
Fields of Fear
Tools Used
Visual C++, Maya, Undisclosed 3D Engine
Credits
Anders Pousette,
Mikael Lagré,
Anton Wiklund,
Fredrik Averpil
"The year is 2064 and the European Coalition is at war with the Asian Federation, which has occupied great parts of eastern Europe. A conflict has recently erupted at the already ravaged northeast outpost of Balkan and European troops have been forced to retreat because of the sudden Asian attack. Rumours has an airplane of the European Coalition has been shot down over this territory.

You are Maksim Pjovic of the European Coalition, born 2042 in former Yugoslavia, currently attending a local training camp, specializing in strategic defence and minesweeping. Your commander has just been given the maximum priority order to retrieve a package from the crashed airplane. This package must be retrieved by any means before the enemy gets there as it contains highly top-secret information. Because of the sudden attack yesterday and the resulting massive casualties, there is nobody left qualified for this mission. Even though you have yet to finish your training you have been assigned this very top-secret mission. Everyone left in your squadron is depending on your success and speculations are that the information contained in the package may lead this war to a definite end."


This is the introduction to Fields of Fear, which is a First Person Minesweeper game (yes, it really is!). As a project in the "Human Computer Interaction"-course we did this project, with focus on usability and playability. I was in charge of the AI/pathfinding as well as the acctual moving, but I did some other stuff like special effects, sound and whatever else needed fixing.

All in all it was an interesting project, we got to try out a completly new concept (mine sweeping), a new project style with lots of planning and documentation, and with the focus on HCI. Unfortunately we signed a contract so we are not allowed to say in witch engine we developed this game in, but it was built on Gamebryo.
Screenshots
fof_howto.jpgfof_menu.jpgfof_mines.jpgfof_world.jpg

2003-11-05 - 2004-01-16
TANKS
Tools Used
Visual C++, Paint Shop Pro, Nokia N-Gage
Credits
Anders Pousette,
Fredrik Bohman,
Nicklas Larsson,
Simon Åström,
This was the first programming project we did at LTU, and it was on the Nokia N-gage. We decided to make a sidescrolling tank game, and we had some really abitious plans with capturing bunkers and lots of weapons and upgrades, however, programming for the N-Gage wasnt a walk in the park. So we ended up with a game where you simply kill each other.

I was originally in charge of the opponent AI but ended up doing a lot more than that. Since we we're all programmers we had to make the graphics ourselves and task was handed to me (weee...). I also ended up making the code for drawing most of the graphics (you did this image, now make it work in the game!). It was a fun experience to program for something else than a pc, although we had some problems we ended up with a pretty fun game (at least the first couple of times you played).
Screenshots
tanks_emulator.jpgtanks_gameplay.jpg

2001-11-01 - 2002-05-01
LiveChess Pro
Tools Used
Borland C++ Builder, Paint Shop Pro
Credits
Anders Pousette
A simple chess program I did at upper secondary school. It was made both for our specialization course in programming and as an exam projekt. The board and movement and rules and such was done in the specialization course, and as an exam project I did a simple AI to play against (it's really simple, like randomizing a piece, then try to move it, and always recapture if possible). For this I used Borland C++ Builder, and not the usual visual studio (which I had not heard of back then).

The game can be downloaded here and the readme-file for the program is here.
Screenshots
chess_start.gif