
Gameplay synopsis
You wake up in a seemingly inviting forest, filled with blossoming trees and flowers. But rather quickly, you realize that behind the trees stands massive walls, stretching toward the sky. You’re alone and confused, and for a second, you seem trapped. Beside you lies a strange trinket. You pick it up. With this, you will learn to switch to the Mirror world, but you don’t know that yet.
A portion of one of the walls opens up, revealing a small space behind it. Out of curiosity, you walk toward the empty area within the wall, and before you know it, it closes up behind you. You’re trapped, but only briefly. The other side opens up. It reveals another room, similar to the first one, except this room is filled with strange creatures.
Defend yourself, gather resources, and battle your way out of the maze in this third-person rogue-lite dungeon crawler. Use the power of switching dimensions to your advantage, upgrade your character, and unlock special abilities. Can you make it out alive?
A portion of one of the walls opens up, revealing a small space behind it. Out of curiosity, you walk toward the empty area within the wall, and before you know it, it closes up behind you. You’re trapped, but only briefly. The other side opens up. It reveals another room, similar to the first one, except this room is filled with strange creatures.
Defend yourself, gather resources, and battle your way out of the maze in this third-person rogue-lite dungeon crawler. Use the power of switching dimensions to your advantage, upgrade your character, and unlock special abilities. Can you make it out alive?


Background
Reflected was developed during my third and final year of Game Development at Malmö University. The course is called Game Engine Driven Product Development and aims to give the students more experience of working on larger projects in a group. It runs on 50% study pace for one term. We had roughly one week to come up with a concept, before spending four weeks on pre-production, eight weeks on production, and five weeks on QA.
The other members of the group were: Valter Lindecrantz, Gustaf Larsson, Pär Ängquist, Emil Påsse, Kevin Bjørn Roulund Wilken, and Marcus Sköld.
Collaborations
We were very fortunate to have not one, but three collaborations during the project; the first one being with Malmö Academy of Music. Each team was assigned a student from their master's program Composition – Scoring for Film and Media, who set out to create the music for our game. We teamed up with talented Natalie Schäfer, who composed the music for our game.
Each team was also given a mentor from the gaming industry here in Malmö. Collaborations had been established with Massive Entertainment, Tarsier Studios, and Avalanche Studios. Our mentor for this project was Tristan Louet from Tarsier Studios, who gave us a lot of useful feedback during our development.
Finally, we were given access to work at Game Habitat DevHub, which was a great environment to meet up, while also getting some recognition. This was also where we held our final presentations of our games.
Procedural map generator
To ensure that each run is unique, most of my time was spent working on a procedural map generator. The layout is created using binary space partitioning, and from there, we create walls and doors before determining what rooms are most suitable as a boss room, start room, and shop room.
The reason we can afford this many objects is because only one room is rendered at a time. When the player enters a chamber, the old room is deactivated, and the new room is activated before the doors open up.


My contributions
Procedural map generator
・ Room and chamber layout, walls, doors, water, paths, room types and structures
・ Excludes terrain generation and decoration placement
・ Room and chamber layout, walls, doors, water, paths, room types and structures
・ Excludes terrain generation and decoration placement
Structures
・ Composition (using Unity Store assets)
・ Placement
・ Terrain adaption
・ Composition (using Unity Store assets)
・ Placement
・ Terrain adaption
Minimap
・ World rendering
・ Component system
・ Icons
・ World rendering
・ Component system
・ Icons
Dimension visuals
・ Post processing
・ Lighting
・ Skyboxes and fog settings
・ Post processing
・ Lighting
・ Skyboxes and fog settings
Health bars
Pop-up text
Main menu (excluding tech-trees)
Pop-up text
Main menu (excluding tech-trees)
Logotype
Poster
Poster