
about me
I am a hardworking and ambitious graduate with a MSc in Games (Design Track) from the IT University of Copenhagen, who is currently looking for new opportunities and challenges where I can utilize the knowledge I have gained from my degree and develop my skill set further. I am passionate about concept development, storytelling, narrative design, gameplay design, level design, puzzle design, and providing players with fulfilling and engaging experiences that will make their eyes light up.

my portfolio

Personal Jam: Netherworld
Tick tock. Time is running out.
Netherworld is an interactive story in the vein of the classic “Choose-Your-Own-Adventure” games where death is lurking around every corner. This little project came about as part of a personal challenge that I set for myself. Using the Twine tool, I wanted to create a fully playable interactive story in the span of only a week - or seven full days. The result was a story approximately 14.558 words in length (a good 32 pages) that included several endings and which utilized a basic time limit as one of its game mechanics.
The writing style is a mix of absurdist and dark comedy with a little bit of classic “whodunit” mystery thrown in for good measure.
Play the game:

Internship: Midnight Girl

My role


Student project: Too Many Crooks
Too Many Crooks is a never-ending crime management game. Recruit a ragtag team of criminals and send them out on crimes from raiding humble hotdog stands to a full-on bank heist. But, as you advance your crime syndicate, you might find it harder and harder to stay afloat. An angry debtor from your past wants their money back, and fast. You’ll need to keep them satisfied with weekly repayments. And, if you can’t cough up the money, be prepared for the consequences. You might just learn that, in the end, crime never pays.
My role
During the development of Too Many Crooks, my role was primarily to act as the Art Director and UI designer of the team. However, as our team’s structure was very collaborative and informal, I also frequently assumed the role of Gameplay Designer, especially at the onset of the project.
Download link
https://mega.nz/#F!ltU3XYLC!fkbP-nQuF1PXHwsge1SZ3w

Student project: Panda Protect
“This poor panda has been badly hurt! You have to get it to the hospital before it’s too late!”
Panda Protect is a game about sympathy. It’s designed for two players, each of whom control a ninja who has to lead the panda to the hospital before it gets shot by poachers or bleeds out from its wounds.
The red ninja controls the up and left arrow keys.
The blue ninja controls the down and right arrow keys.
As you make your way through the forest maze, you will be chased by snipers who will try to shoot the panda before you can save it. While they are not always good shots, their bullets are fatal!
If your panda runs low on health, you can feed it pieces of bamboo – these will appear randomly in the forest as you progress.
Good luck!
Download link
https://www.dropbox.com/sh/fget3pe9znhi8tn/AABf9UImLilpJ1XAmzwRpj3wa?dl=0
Credits
Balder Brüsch: Game designer, audio artist
Ida Broni Christensen: Game designer, level designer
Olivér Árnits: Game designer, programmer
Sine E. Lund: Game designer, visual artist
Steffen Kjærgaard Nielsen: Game designer, programmer

Student project: Bouncers Bash
Get outta here!
Bouncers Bash is a fast-paced and intense game, but still simple enough for everyone to join with little to no explanation. It was created with spectators in mind, and audience participation is highly encouraged.
Download link
https://www.dropbox.com/sh/3e7n2rv53a8irnd/AAAuZlMZfCnY6xLmTiOvwCm-a?dl=0
Credits
Alexander Astrup: Game designer, programmer
Ida Broni Christensen: Game designer, level designer
Julian Abela: Game designer, programmer
Sarah Grossi: Game designer, writer (instructions)
Sine E. Lund: Game designer, visual artist

Student project: Immersed
Immersed is a game about a space mechanic who crash-lands on Mars many years after the fall of technology. She must find a way to fix her space ship and find out what happened to the rest of her crew, meeting a variety of colorful characters along the way.
This project was done in connection with a course on Game World Design. As the Character Artist for the project, my role was primarily to communicate the feeling of the world through the design of the characters and their animations.

Student Project: Indy Chaplin
Indy Chaplin is a ‘Vertical Jumper’ game and it’s all about going up, up, up!
Indy Chaplin (who was once named something else, but changed his name to resemble that of his idol) is the young protégé of the famous Dr. Indiana Jones and follows him on all of his adventures. It is quite remarkable that, even though Indy is both loud and annoying, Dr. Jones does not always remember that he has a sidekick, and Indy is therefore left behind on multiple occassions.
In this game, Indy has been left behind in an erupting volcano that is also the home of the legendary Magma Chickens. The player must help Indy “escape” from the seemingly neverending volcano crater by using the young adventurer’s trusty grappling hook and his talent for jumping high up into the air.
Note: We strongly recommend that you play the game with a mouse, as navigating the grapple-hook with a touchpad has proven quite difficult.
WebGL Build
https://astrinaar.com/games_prototyping/indy_chaplin/
Credits
Astrid Knappmann: Game designer, programmer
Ida Broni Christensen: Game designer, visual artist (characters), audio artist
Lorena Ciobanu: Game designer, programmer
Mads Sønderstrup: Game designer, programmer, audio artist
Sarah Grossi: Game designer, visual artist (menu), writer (instructions), audio artist
