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Sigurd's Revenge

Platform

Engine

Duration

Team Size

Role

PC

Unity

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Four Days

5

Game Design

Level Design

Design Challenges

Design a game that fits the theme of "classic arcade".

Overview

Developed for Sheridan's Sprint Week Game Jam, Sigurd's Revenge is a 2D, arcade style shoot-em-up inspired by Norse mythology. The player assumes the role of the titular Sigurd, a hero of Nordic myth who enters the belly of a colossal snake (Jörmungandr) and crosses the rainbow road (Bifröst) in order to slay the mighty wolf Fenrir.

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Players automatically travel along a predetermined path, with the freedom to move across the screen and jump at their discretion. Pressing the jump button while already airborne reverses the direction of gravity, allowing them to ride along the ceiling. As the game progresses, they must utilize this mechanic to effectively doge the obstacles placed along the track.

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Upon completing the track section, the player is faced with a boss fight in the form of Fenrir. They must employ all of the skills they've acquired thusfar and evade its many attacks in order to triumph.

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Project Roles

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  • Designed, prototyped and implemented gameplay mechanics

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  • Scripted unique character controller that reverse gravity's polarity depending on player's adjacency to certain game objects in Visual Studio (C#)

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  • Collaborated with Art team to design aesthetic elements

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  • Collaborated with Level Designer to accommodate gameplay systems

 

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Development Process

Because our game was designed to be played using arcade cabinets, one design consideration was to make the rules and mechanics easily comprehensible. Because players would likely be playing the game in short bursts with little time for tuition, a simple but effective control scheme had to be devised and implemented. This in turn led to the primary gameplay mechanic of reversing the player's gravity by jumping in midair. With this mechanic in mind, all the other elements of the game could be crafted to take full advantage of this ability. The stage is littered with barriers that force players to change the direction of gravity in quick succession, and many of Fenrir's attacks necessitate using the mechanic effectively to evade them. With this guiding principle informing each section of the game's design, we were able to craft a challenging and engaging gameplay experience, which went on to become one of the finalists during the game jam.

Gameplay Overview

© 2015-2025 Nicklas Steffensen

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