top of page
PlayingGnomaggeddon.jpg
Gnommaggeddon_title_text
Google_Play_Store_badge_EN
BestMobileGameNominee
tgalogowhite

Dev Time

6 weeks / Half speed

Team Size

  • 3 Level Designers

  • 6 Programmers

  • 4 Graphhical Artists

  • 3 Procedrual Artists

Focus

Mobile

Puzzle Game

Level Design

Tools

Unity 

Bluestacks

About the project

Gnomageddon is a mobile puzzle/strategy game inspired by mobile version of the 90 classic Lemmings!
You're tasked with guiding a group of rebellious gnomes who's had enough of christmas through 12 different levels that get's progressively harder.

As you progress in the game, new mechanics and specialised gnomas are introduced, which provides new ways to overcome more intricate puzzles.

About the project

Gnomageddon is a mobile puzzle/strategy game inspired by mobile version of the 90 classic Lemmings!
You're tasked with guiding a group of rebellious gnomes who's had enough of christmas through 12 different levels that get's progressively harder.

As you progress in the game, new mechanics and specialised gnomas are introduced, which provides new ways to overcome more intricate puzzles.

Why was it made?

This was the second cross disciplinary school project at The Game Assembly where we were tasked with creating a mobile puzzler game with touch implementation.

From brainstorming the concept, to launching the game on Google Play, and presenting it at a Google office in Stockholm, Sweden. This game also got nominated for best mobile game at the Swedish Game Awards 2024.

What was my role?

My role in the project was to conceptualize, tutorialize and design puzzle and mechanics together with 2 other level design for the game.

I was responsible for level 3, 5, 8 & 10, as well as come up with clever ways to introduce new mechanics and game design into the project.

I also took an bigger role in the marketing of Gnomageddon for SGA, creating posters and 

Why was it made?

This was the second cross disciplinary school project at The Game Assembly where we were tasked with creating a mobile puzzler game with touch implementation.

From brainstorming the concept, to launching the game on Google Play, and presenting it at a Google office in Stockholm, Sweden. This game also got nominated for best mobile game at the Swedish Game Awards 2024.
 

What was my role?

My role in the project was to conceptualize, tutorialize and design puzzle and mechanics together with 2 other level design for the game.

I was responsible for level 3, 5, 8 & 10, as well as come up with clever ways to introduce new mechanics and game design into the project.

I also took an bigger role in the marketing of Gnomageddon for SGA, creating posters and QR stickers for the SGA pre-event.

Teamwork & Communication

From my work experience in both logistics, restaurants and health care, I've learn that the importance of clear communication can make or break any work day. I've always been a visual learner, and also like to visualize my idéas and plans. During the concepting, rule setting and metrics defining of Gnomergeddon, I always had my iPad close at hand to draw up drafts of how we could tutorialize new mechanics, visualize metrics and structure the overlay spaces. I'd like to believe that my drawings helped the team have a clearer and more cohesive idéa of the scope of the game.​

shield gnome tutorialisation.png
gnomes.png
gnomes02.png
canvas template prefab.png
early paper design.png

Iterativ workflow

How do you create depth in a 2D scene? Are the buttons accessible on both tablet and phone screens? Are the gnome mechanics too complicated or insufficiently tutorialized? These were the questions that constantly ran through my mind as the deadline drew nearer.

With no prior experience in C++ or Unity scripting, I struggled to determine where I could contribute to the development process without getting in the way of the programmers. As the game started to take shape, levels were complete, and the gnomes functioned as intended, my role shifted to simply watching as others played through the levels and puzzles I had spent days designing.

 

It was a humbling experience, watching people tear through what I thought were well-crafted challenges. But that’s the nature of game development!

 

Feedback and iteration are essential for any level designer, or game designer in general. This being the second game project I worked on at TGA, and still relatively new to game development, it was one of the most rewarding experiences I’ve had. Ultimately, it made me a better developer.

level 5 paper design.png
Level10blockout.png
gnomageddon.png

How do you create depth in a 2D scene? Are the buttons accessible on both tablet and phone screens? Are the gnome mechanics too complicated or insufficiently tutorialized? These were the questions that constantly ran through my mind as the deadline drew nearer.

With no prior experience in C++ or Unity scripting, I struggled to determine where I could contribute to the development process without getting in the way of the programmers. As the game started to take shape, levels were complete, and the gnomes functioned as intended, my role shifted to simply watching as others played through the levels and puzzles I had spent days designing.

 

It was a humbling experience, watching people tear through what I thought were well-crafted challenges. But that’s the nature of game development!

 

Feedback and iteration are essential for any level designer, or game designer in general. This being the second game project I worked on at TGA, and still relatively new to game development, it was one of the most rewarding experiences I’ve had. Ultimately, it made me a better developer.

level 5 paper design.png
gnomageddon.png
Level10blockout.png

Reflections & SGA Nomination

Even though mobile games are not what I'm aiming for, this was one of the most enriching experiances during my school time. Not only did we manage to get nominated to the SGA, but we also had the support of our school and the dev group to market, publish and release this amazing game. In hinesight, there's always things that could have been better with the project, but that goes without saying for all games out there. Especially since none of us had any prior knowlage on how to develope a game for mobile with touch implementation, the timeline that had to be met. And long list of buggy gnomes that never seamed to end.

If you're a aspiring student or a hobby game designer, I can't recommend enough to submit your work to dataspelsbranchens swedish game awards, you'll never know what will might happend.

SGA02.jpg
SGA.jpg

Even though mobile games are not what I'm aiming for, this was one of the most enriching experiances during my school time. 
Not only did we manage to get nominated to the SGA, but we also had the support of our school and the dev group to market, publish and release this amazing game. 
In hinesight, there's always things that could have been better with the project, but that goes without saying for all games out there. 
Especially since none of us had any prior knowlage on how to develope a game for mobile with touch implementation, the timeline that had to be met, and long list of buggy gnomes that never seamed to end.

​If you're a aspiring student or a hobby game designer, I can't recommend enough to submit your work to dataspelsbranchens swedish game awards, you'll never know what will might happend.

SGA.jpg
SGA02.jpg
Google_Play_Store_badge_EN.svg.png
bottom of page