Christoffer Carlsvard
banner
foffe.bsky.social
Christoffer Carlsvard
@foffe.bsky.social
🎮 Freelance Technical Level Designer

👨‍🚀Developing a short puzzle game about a lost astronaut
📍Malmö

Portfolio:
https://carlsvard.wixsite.com/portfolio
You would not believe your eyes,
if ten million fireflies
July 17, 2025 at 2:12 PM
Been trying to implement some more reactive elements lately.
Here's a little prototype for responsive fireflies, avoiding the player. Feels quite nice to interact with and adds a lot of life to the world.

#indiegame #gamedev
July 17, 2025 at 2:11 PM
You would not believe your eyes,
if ten million fireflies
July 17, 2025 at 2:01 PM
Started doing a few simple props and exporting them from MagicaVoxel to Unreal. Here's a cable made with Niagara that fills the length with small cubes and sways a bit in the air. 🧊

#indiegame #gamedev
June 3, 2025 at 10:11 AM
Of course, here's a top view screenshot (let me know if you want another perspective). Hope it makes any sense. :)
May 9, 2025 at 7:00 AM
Ah, sorry! I see the issue, the radius with that node only sets the max radius, so the spawn point can be anywhere within it.

I would probably not use that node for this scenario and instead use something like this. Or do you need to use GetRandomReachblePointInRadius?
April 29, 2025 at 9:42 PM
You can use a 'Random Float in Range'. Which lets you define the Min and Max for the radius, and the enemies will spawn somewhere in beteween the two. It sounds like that is what you are looking for? 🙂
April 29, 2025 at 4:42 PM
A look inside my gameplay gym!

Carrying a Keystone with the attribute Preserve calms down to unstable environment, the planet doesn't really want you there - but having a little part of it with you helps.

#Indiedev #solodev #UnrealEngine #puzzle
April 25, 2025 at 11:56 AM
Here's a short little summary of what I've added to my puzzle project over the past month. A lot of cool stuff spanning from scrubbing through cached Chaos simulations to carving out caves with dynamic meshes.

Thank you for watching! 🍻

#indiegame #solodev #voxel #UE5
April 23, 2025 at 8:51 AM
Bonus video of the spline in action, which I'm using to make the throws more consistent.
April 16, 2025 at 9:34 AM
Good progress made for the Keystone switching. 🙂

I have Cocoon (one of my all time favourites) as benchmark for the functionality. Trying to keep it as simple and intuitive as possible, with a limited control scheme to make it more accessible.

#gamedev #solodev #indiedev
April 16, 2025 at 9:32 AM
Back from a little break! ☕

Held objects now follow the motion of the voxel characters proc anims. Giving it all a little bit more life. A big commit, but happy where it is going!

#gamedev #indiedev #procgen #UnrealEngine
April 15, 2025 at 10:17 AM
A little look behind the scenes.

Spent a lot of time and effort making the carried object collision feel smooth together with the character movement and preventing it from clipping into geometry.
Happy with the result!

#indiedev #gamedev #solodev #UnrealEngine
March 30, 2025 at 9:32 AM
Probably the most satisfying feeling of the project so far, seeing keystones crumble.

#indiedev #gamedev #solodev #UnrealEngine #puzzle
March 25, 2025 at 10:45 AM
First pass on creating simple voxel sparks with collision ⚡

#indiedev #gamedev #solodev #UnrealEngine
March 20, 2025 at 3:12 PM
Some more mesh carving, creating a little path through the cliff.

#indiedev #gamedev #solodev
March 18, 2025 at 10:23 AM
Made a cave/path sculpting tool to complement the cliffs. Easy to control the shape of the cave and the direction of the path.

#indiedev #gamedev #UnrealEngine #GeometryScript
March 16, 2025 at 1:49 PM
Pressure plate progression prototype, displayed by a series of light sources to communicate connections made between objects. Quite like this approach, adds a bit of life to each scene. What do you think?

#gamedev #indiedev #UnrealEngine
March 14, 2025 at 2:48 PM
Blockout of an early moment for my little puzzle game, introducing navigational puzzle elements. Trying to establish a solid scale for the islands in combination with pacing out the puzzle prototypes. 👨‍🚀

#gamedev #indiedev #leveldesign
March 11, 2025 at 2:35 PM
One small step for him, a giant leap for me 👨‍🚀

Made some good progress for the procedural animations using a control rig, for my little voxel character. Can now take smaller steps when turning in place, based on the input velocity.

#gamedev #UnrealEngine5 #magicavoxel #indiedev
March 6, 2025 at 2:56 PM
A bit more functionality in place for my little puzzle game. Dynamic environment reacting to the presence of the player. Carrying a keystone stabilizes the bridge, which lets the astronaut pass.

#gamedev #indiedev #UnrealEngine
February 24, 2025 at 11:06 AM
You shall not pass! 🧙‍♂️

This is coming along nicely! I'm using the distance between the character and the object as an alpha to scrub through a sequence with a cached chaos simulation.

#gamedev #indiedev #UnrealEngine
February 21, 2025 at 10:57 AM
Very proud of this tool, for blocking out islands and cliff formations using Geometry Scripting. Easy to shape using a spline and automatically applies slopes.

#gamedev #UnrealEngine #indiedev
February 17, 2025 at 8:38 PM
Space elevator blockout for my sci-fi project.
These will be an integral part of the planetary missions, connecting your spaceship with the surface of the planet.

#gamedev #UnrealEngine
January 28, 2025 at 1:54 PM
Progress of the interior blockout for the spaceship. Here's a sneak peek of the personal quarters.

Been a challenge to design the ship, and making sure all gameplay components are close enough, so navigating the ship doesn't feel tedious.

#UnrealEngine #gamedev
January 10, 2025 at 4:08 PM