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Levi Sulmann
My Video Games

TumbleToes
Cinematic experience where I experimented with environment design, camera movement and visual storytelling.
Tools: Unity
What I worked on: Everything (models are downloaded)
TeamSize: 1
WorkTime: 6 weeks
Tools: Unity
What I worked on: Everything (models are downloaded)
TeamSize: 1
WorkTime: 6 weeks

The Harvester
(still in early stages off development)
This game will be a survival horror with stealth mechanics, combined with visual novel elements to convey a story.
Tools: Unreal
What I worked on: Project managing, Writing, Mechanics and Level Design.
TeamSize: 5
WorkTime: 8 weeks
This game will be a survival horror with stealth mechanics, combined with visual novel elements to convey a story.
Tools: Unreal
What I worked on: Project managing, Writing, Mechanics and Level Design.
TeamSize: 5
WorkTime: 8 weeks

HelpingHoove
Helping Hove is a story-driven Lemmings inspired video game played in a hybrid context. You have to blow in a self made pan flute connected with an arduino in order to save the boy. Music alters the tower's shape, presenting players with puzzles to solve by experimenting with tones and timings.
Tools: Unity
What I worked on: Concept, Level Design, Sound Design
TeamSize: 5
WorkTime: 6 weeks
Tools: Unity
What I worked on: Concept, Level Design, Sound Design
TeamSize: 5
WorkTime: 6 weeks

Distorded
[Prove of concept, every asset is downloaded from sketchfab]
Experimental single player game where I played with visual storytelling and voice-overs. Trying to convey a story about memories and their connected spaces. Memories blend, distort and dissolve especially the ones of the same location represented in flying islands. Each flying island has their own core(purple sphere) in the middle, which will reveal the information containing this memory. By revisiting them, the player can find visual and audio clues to uncover the chronological sequence of these memories, to find out the truth behind the narrative.
Experimental single player game where I played with visual storytelling and voice-overs. Trying to convey a story about memories and their connected spaces. Memories blend, distort and dissolve especially the ones of the same location represented in flying islands. Each flying island has their own core(purple sphere) in the middle, which will reveal the information containing this memory. By revisiting them, the player can find visual and audio clues to uncover the chronological sequence of these memories, to find out the truth behind the narrative.

Mute
Dont turn off the televisions please! Explore the expirmental landscape of Mute. An experiment on psychology and game design.
Tools: Unity
What I worked on: Concept, Level Design
TeamSize: 6
WorkTime: 2 weeks
Tools: Unity
What I worked on: Concept, Level Design
TeamSize: 6
WorkTime: 2 weeks

Iron Prison
A single player match-3 game where the player has to solve puzzles by building and destroying in order, to reach the end of the level.
Tools: Unity
What I worked on: Programming, SoundDesign, Level Design, Environment (Textures downloaded)
Teamsize: 1
Tools: Unity
What I worked on: Programming, SoundDesign, Level Design, Environment (Textures downloaded)
Teamsize: 1

ScreamTouristTheGame
Experience the adrenaline rush of being a restaurant courier navigating through obstacles. This game challenges players to skillfully maneuver an unstoppable scooter, screaming into a microphone to evade tourists. This game is one of my hybrid projects played on a coffee grinder , but will hopefully adopt traditional computer controls in the future.
Tools: Unity
What I worked on: GameDesign, Arduino, Level Design, Cinematics
TeamSize: 1
WorkTime: 6 weeks
Tools: Unity
What I worked on: GameDesign, Arduino, Level Design, Cinematics
TeamSize: 1
WorkTime: 6 weeks

NPC Party
During a game jam I made a two player hide and seek game, where one player tries to blend in the crowd using different dance moves, while the other player tries to find you.
Tools: Unity
What I worked on: GameDesign, Dev
Work Time: 1 week
Tools: Unity
What I worked on: GameDesign, Dev
Work Time: 1 week
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