

Project Type
School Project
Duration
4 Weeks
Team Size
12 Developers
Engine
Unity
Genre
Isometric Action Adventure
My Contributions
Game Design • 3D Artist • Level Design • Animations • UX Design
OVERVIEW
Varmr is a 4-week student game project developed at Futuregames by a team of 12 developers.
It is a top-down isometric hack & slash RPG with a stylized low-poly 3D aesthetic.
You play as the viking, Varmr, and you're on a quest to help restore Ymir's temple to it's former glory. Previously a temple filled with warm water from its hot springs, the world serpent Jormungandr has turned it into a cold and frozen place. Varmr must find the three pieces of the Daggerblade and confront the beast.
MY ROLE
The project was based on my initial pitch for an RPG with hack-and-slash elements. During the four-week development period, I was responsible for guiding the overall design direction as Lead Game Designer.
I was involved on key design decisions, including enemies, bosses, quests, and gameplay. I had the final say on smaller design choices to ensure the project stayed on track with the original pitch we decided upon, as a team.
I also had the role of Lead 3D Artist.
I created all 3D assets for the entire game. This allowed me to maintain a cohesive visual style and make sure everything I did worked together, both artistically and technically.
Key responsibilities
Creating all 3D assets used in the game
Designing and modeling characters from concept to final implementation
Rigging characters
Animating characters
Game & Level Design
Leading the overall game design direction
Establishing core design principles
Creating the initial level design concepts and layout
Gameplay Programming
Contributing to UX decisions to improve clarity and player experience
Assisting with input-related UI design
Game Trailer
Characters
I modeled, rigged, and imported all characters to Unity. To save time for the project we decided to us colored shaders rather than textures. The only character having a UV-map and texture is the snake.
CHARACTER PIPELINE
Creating game-ready characters
Modeling
Blender
UV Mapping
Material Setup
Rigging
Character Rig
Engine
Unity
Environment Assets
I created a modular set of environment assets that could be reused throughout the game while maintaining a consistent visual style. Below are examples of the individual assets alongside screenshots showing how they were combined to build the final environments.
From Concept to 3D
I worked closely with our concept artist to turn their designs into game-ready 3D assets and characters. We decided early on to use a stylized, low-poly look, with the concept art providing a strong foundation for the final 3D models.
A collection of screenshots from the finished game.













