Tor Hall

A Gameplay/Systems Designer with a passion for making Fun and Unique gameplay experiences.

Postage Hostage

Firstperson Puzzle simulator

Main Focus:

  • Polish

  • Collaboration

  • Unreal Engine

Power Off

Thirdperson Puzzle

Main Focus:

  • Game Design

  • Level Design

  • Coding in Gdscript

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

Mr Pill

Procedural Platforming

Main focus:

  • Platforming

  • Procedural Level

  • Highscore-based Game


RadBlock

Super Mario 64 -like Platformer

Main Focus:

  • Level Design

  • Game Design

  • Pixel Art

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

Blip & Blop

Light and Shadow Puzzle Platformer

What i did:

  • Game Design

  • Level Design

  • Programming

  • Pixel Art


Trench of Theseus

2.5D Rougelike

What i did:

  • Game Design

  • Procedural Level

  • Programming

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.

Game Engines


Godot
Since 2024

Unreal Engine
Since 2026

Unity
Since 2025

Construct 3
Since 2022

Tools


Blender
Since 2024

Aseprite
Since 2022

Github
Since 2024

Krita
Since 2023

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!

Android Studio
Since 2026

Magicavoxel
Since 2022

Blockbench
Since 2024

Perforce
Since 2026

Ableton
Since 2021

Reaper
Since 2026

Figma
Since 2024

Miro
Since 2025

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.

  1. It keeps them away from destroying the core

  2. 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.