Tenebrosity was the second game project made for Futuregames — an online co-op experience built around light and darkness gameplay. It was one of my first real approaches to puzzle design and implementation, which was its own challenge on top of the production side.
I was also the Project Owner for this one, which meant managing team communication and holding a common goal across programmers, designers, and artists — running that alongside actual level and puzzle design made it a genuinely difficult balancing act, in a good way.
Post Drone was the first game project for Futuregames. The brief: build a game revolving around future mobility, designed around the Xbox Adaptive Controller. The team was formed from both Stockholm and Karlstad students, which made communication a genuine challenge and gave the whole project an unusually remote-first production experience for a student team.
[Pablo — these two write-ups are close to what I could recover from your live site, but check them against the real thing. I don't have the actual level layouts, puzzle breakdowns, or accessibility considerations you likely go into on the real page — worth expanding both sections with that detail.]