Lukas “Dash” Sivertsson

Game designer

Game dev, artist, animator, and occasional tech wizard.

ABOUT ME

Hi! My name is Lukas, but my friends call me ‘Dash’.
I’m a game designer and artist based in Sweden.
I’ve been making games since I was ~10 years old and I’ve got a varied skillset.

I was an art student in upper secondary school, and I graduated from Futuregames in March of 2023.

I recently released my first commercial game, DISHARMONY, a game for which I was the only primary developer, after more than half a decade of development.

I listen to heavy metal, I love cats, I like a lot of weird Japanese stuff, and I play Nintendo games a lot.


FEATURED PROJECTS

DISHARMONY is a project I worked on for over half a decade. I was the project’s only active developer, but received help with play-testing, proofreading, and some of its music.
It has been released commercially on
Steam and Itch.io and has received favourable reviews from both regular players and curators.

The game was funded on Kickstarter when I was 18 years old.

Hellsoul is a game I worked on during my time at Futuregames. It was a group project featuring four game designers and four artists.
Aside from conceptual stuff, I worked with sound design, some level design, and I made the game’s progression/puzzle-related mechanics, as well as all of the game’s cinematics.

This is a prototype for a time-manipulation mini golf/bullet hell game I worked on during my time at Futuregames. I was one of two designers.
The game features several different modes. One mode slows time down while you aim, one lets you slow down everything except the ball for a limited time, and one lets you rewind time.

Serenity is my current solo project, and is a successor to my already commercially available game, DISHARMONY. (More info available further down.)

While the game is still in an early stage of production, I’m quite proud of many of its features, such as its (partially reverse-engineered) deferred lighting engine, which makes use of normal maps and specular maps to create 3-dimensional-looking lighting for what is quite obviously a 2D game. The game also features a quite lively world, complete with a custom physics engine, and a ‘chemistry’ system which allows fire to spread to different entities, water to put said fire out, wind to push things around, and many other fun interactions.

I made a presentation about the game on YouTube. Feel free to check it out for more information on the project. (Alternatively, you can check out the entire playlist of videos relating to the game and its development.)

PROTOTYPES

Prototyping is one of my primary areas of expertise. Whether it be recreating systems from other games for the sake of practice, or making a tech demo for fun, I’ve made a lot of prototypes in the past few years— Some of which I think are worth sharing.

Metroid Prime-inspired FPS

This prototype is based on the Metroid series, and is trying to emulate the look and feel of the Prime subseries in particular. It was made in roughly 6 hours using Unreal Engine 4.

The prototype uses the Spaceship Interior Environment Set by Denys Rutkovskyi on the Unreal Engine Marketplace, various Metroid models and textures from Metroid Prime (Nintendo/Retro Studios) and Metroid Other M (Nintendo, Team Ninja), as well as audio from Metroid Dread (Nintendo, Mercury Steam). Some particles are default Unreal particles, some were made by me.

NES-style Breath of the Wild prototype

This is a prototype I made in a couple days. It’s based on the NES-styled prototype of The Legend of Zelda: Breath of the Wild that Nintendo showcased a few years back. It features items and equipment you can pick up, enemies you can defeat, grass to cut, and lots of fire.

The prototype makes use of a basic entity component system. All entities can interact with all other entities. If an entity is set on fire and that entity touches another entity within a certain range, that other entity will also be set on fire, among other things.

Most assets are ripped from The Legend of Zelda (Nintendo), and the Link sprites were made by Mister Mike.

Breath of the Wild mechanics in Unreal Engine 4

A few years ago, in order to familiarise myself with the Unreal Engine, I decided to recreate several mechanics from the game I was playing the most at the time- The Legend of Zelda: Breath of the Wild. This prototype features a similar sprinting and stamina system, health system, a variety of stealth mechanics, and custom-made cel-shaded lighting. I would like to return to this project one day, both to improve upon the original project, and to add mechanics from Tears of the Kingdom.

The assets used in this demo are Stylized Forest by TomkaGS, as well as Dreamscape Nature : Meadows - Stylized Open World Environment by Polyart Studio, both found on the Unreal Engine Marketplace.



PHILOSOPHY

I believe art and entertainment should be made by talented people, not computers. Don’t settle for mediocrity and approximations of other people’s work— Make something truly original instead.

(In other words, I do not support, and will never use AI-generated material.)


Get in touch!

Email: zeldaplayersv@gmail.com

Phone number: +46 76 833 89 93