Tor Hall
A Gameplay/Systems Designer with a passion for making Fun and Unique gameplay experiences.
Solo Projects
Projects that are entirely made by me
Bash 'Em
Score-based Beat Em Up
Main Focus:
Game Design
Learn Unity
Game Feel
Suzanne
Firstperson rougelike
Main Focus:
Practice Unrealengine
Vfx Art
Materials
Group Projects
Projects I've been a part of as a group member
Slimin

Mobile 1-input Runner
What i did:
Game Design
Level Design
Programming
Vfx Artist
Parcel Panic
Platforming Scorebased Chaos
What i did:
Programming
Game Design
Music
Other Projects
Other projects that are on my Itch.io
Engines and Tools
What game engine and tools I know and how much experience I have in each.
About me
Tor Hall
Hello! I'm a 20 year old student who loves everything gamedev so I would describe myself as a Generalist. I have the most experience in game design, but I also love every other part of making a videogame or interactive experiences in general.
I started making games in 2022 at LBS Linköping and now at Valla Game Education in my 2nd year.
I would describe myself as a fast learner with the ability to adjust easily to changes. If you have any questions feel free to reach out!
Power Off

My focus in this project:
Improve my level design
Compete in the Bigmode Game Jam
Environmetal storytelling
Robots have taken over the surface world. Your job is to deliver batteries to save your robot species from extinction.
Core loop:
Scout level and place lights
Grab the city battery
Find the exit
Return to town and go to next level
This game was made for the Bigmode Game Jam 2025 during a seven day period.
Scout level and place lights
At the start of each level you appear in front of a sewer entrance. This will be your exit. The exit is highlighted by an arrow.


Walking trough the level, you need to place lights. These will act as your breadcumbs to find your way back.
Your able to pick the lights up and reposition them if needed.
Grab the city battery

When you find the city battery, at the end of the level, you need to grab it. Grabbing the battery will result in all the power in the city being shut off, affecting your vision. All you see is yourself and the lights you placed.
Taking the battery also removes the sound from music and replacing it with an eerie ambience to get a feel of complete darkness.
Find the exit
Use your memory and placed lights to find a way back.
Audio changes based on the material you walk on, thus helping you determen where you are in the level.

Return to town and go to next level

When returning to town for the first time, music starts playing and the vibe becomes even more friendly.
After each level compleated you notice the city has grown, showing you where the next level entrance is.
Final thoughts
Im happy with the result of the game. I maneged to do everything I had planned without any magjor hiccups. Feedback has been mostly positive as well besides some people finding it too hard, which I also think it is.
I would've liked to make a better tutorial, but I sadly didn't have time.
It got 185th out of 800 entries in the game jam, which im very happy with.

Gameplay video
Slimin

My focus in this project:
Prototyping
Learn about making mobile games
VFX
In engine animations
As a slime, your only moves are running, jumping and slamming. Use these moves to defeat enemies and avoid obstacles in your path.
Core loop:
Kill enemies
Avoid obsticales
Progress through handmade levels
Kill the boss
This game was made in 4 days for a school project that had the focus on prototyping. I was the programmer, level designer, gameplay designer, vfx artist and animator.
Bash 'Em

My focus in this project:
Learn the basics of Unity
Emphasis on gamefeel
Practice lowpoly 3D modeling
An astronaut Alien, fighting to keep the stations living core alive against the evil Pinnians.
Core loop:
Pushing pinnians and Earning points
Keeping the core alive
Switching islands
This game was made during a 7 day period as an assignment for my first Unity game at Valla Game Education. Everything is made by me.
Pushing Pinnians
Pushing away Pinnians (the bowlingpin aliens) does two things.
It keeps them away from destroying the core
It starts a combo
A combo determens the amount of points you get when the Pinnian gets knocked off the map. The higher the combo, the higher the points earned.


Keeping the core alive

While the core is alive, the game also ramps up in difficulty. Causing more and more enemies to spawn for each second that passes.

Keeping the core alive is the most important thing to focus on in the game. If the core gets hurt too much, it's game over. The health decreases each time an enemy hits it.

At the end of the game, your score gets put onto a highscore list, showing top attempts on a local save using Unity's player prefrences.
Switching islands
Every 30 seconds, the core switches islands. This helps the game feel more alive and engaging.
It also serves purpos as a hailmary when the game is at it's hardest as the hoard of enemies are stuck on the old island and have to regroup once again.

Gameplay video
Mr Pill

My focus in this project:
Procedural Map
Simple
Chase pills in an endless adventure! This game is a highscore based game. Go for the highest score possible!
Core loop:
Collect Pill
Map changes
Parkour to next Pill
Fast small Prototype for a level generation concept.
Suzanne

My focus in this project:
Learn the basics of Unreal Engine
Ambience
Rouglike logic
Feed your God, Suzanne, the souls of her enemies. She ewards you with powers to further help you in your mission.
Core loop:
Drain enemy souls
Feed suzanne
Get upgrades
This game was made in around 4-5 days in order for me to learn the basics of Unreal Engine.
RadBlock

My focus in this project:
Mimic Mario 64 movement in 2D
Level Design
A 2D platformer made to try and mimic some of the movement of Super Mario 64.
Core loop:
Jump around
Complete levels
Find stars
This game was made in around a month in Construct 3 in 2023.
Blip & Blop

My focus in this project:
Complete a game
Puzzle Design
1 bit pixelart
Blip and Blop's Random Teleporter has sent them a long way from home. Help them get back. Blip has recently been diagnosed with Shadow Allergy while Blop has Light Allergy, and just can't stand light.
Core loop:
Switch between characters
Slove puzzles
This game was made in a week in Construct 3 for the 1-bit Game Jam. It also won the Jam with 500+ entries!

Parcel Panic

My focus in this project:
Scope
Simple gameplay loop
Diegetic UI
Chaotic game about sorting post in space!
Core loop:
Avoid most boxes
Knock down defect boxes
Survive
Game was made in Unreal Engine in around 4 days for a school project with the focus on planning and structuring.
Trench Of Theseus

My focus in this project:
Programming in C#
Combat mechanics
Procedural environments
A rougelike top-down about the twisted depths. With radiation spread all over, and the overworld crumbled, there's few signs of life left, except for underwater.
Core loop:
Kill enemies
Collect DNA
Evolve
Go even deeper
This game was made in 4 days for the Jamsepticeye game jam with a team of 10 people. The game placed number 19 out of 1100+ entries!
Postage Hostage

My focus in this project:
Making a polished game
Making systems
Work in a team
A simulation game about "working" for the shadow goverment in their postal facility.
Core loop:
Inspect packages
Determine their fate
Gain money
Go on to the next day
This game was made in Unreal Engine 5 as a schoolproject. We were a team of five people with different yet flexible roles. My main role was the programmer and game designer.
Our primary goal was to make a finished product with an emphasis on polish and game feel.
Player controls
The player controls are simple as they only use the mouse. You control the camera and your hand with mouse movement and the clicks are for interactions with hovered items.
If an item is Hovered, it gets an outline and the player hand becomes a pointing hand which shows that the item can be intrected with.

When interacting with an item, it may do different things depening on what it is. Packages go into inspect mode, mugs and pens can be pushed and setting drawers can be opened.
Inspecting

Each inspecing interaction changes the hand to represent each action for clarity.
Interacting is a different state than the normal looking mode.
Moving the mouse now only moves the cursor.
Clicking on the item and dragging causes it to turn.
Clicking and dragging outside the item causes it to turn in around only one axis.
Scrolling zooms in/out.
And then clicking outside the item or right clicking drops it.

Packages
Packages can have a lot of things to look out for:
Post stamps
Weight
Loads of stickers
Address
Anomalies

Anomalies can range a lot in variety.
For example, the packages can be on fire, dripping with mystery goo or simply open the gates of hell.


These properties come in at different times during the game so it won't be overwhelming for the player.

All items (and packages) come from the same base Blueprint Class. This class handles things like:
Interaction
Pickup
Drop
Highlight
Movement on the Conveyor Belt
And then all the package logic is on the Package Blueprint Class.
Conveyor Belt
The conveyor belt is the thing that delivers the packages to your workstation.
It has a few different purposes in the game:
Spawning packages
Directing the packages along a spline


Each day has a set amount of packages determened by a data table.
A data table is used as it's very easy to structure and change anything if needed.
Game Progress

The game progresses through a day cycle with the goal being to survive an entire week.
Every day there is a quota that needs to be met, if you fail you will lose and return to day one. But if u succeed you will continue to the next day.
Diegetic UI
This games UI is diegetic, meaning, it exists in the game world rather than being plastered on the screen.
The "Settings Cabinet" is essentially our pause menu. Having categories for audio and graphics divided into different drawers.


Our solution to a diegetic tutorial was a clipboard. The clipboard is an item which can be picked up and rotated. It displays text that updates every day if any new rule is added.
It also has a white arrow above it when there is something new to read.
Final thoughts
Overall, this game is what I expected. A pretty polished small game fitting of a school project. The teamwork and communication was a big part of the project which was very fun to be a part of.
Making bigger games is challanging but, in my opinion, way more rewarding! I've almost always made smaller games as I like exploring different ideas and concepts. I also find myself getting stuck/bored, which leads to me basically quitting that project. But as this was a team project, it was so much easier to stay on track.






























