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Henning Sundell

Game designer

Game portfolio

Mannequin 

Mannequin is an up to 2v3 Hide-And-Seek VR FPS multiplayer game.

Two elite Agents hunt for Mannequins - shape-shifting aliens hiding in plain sight and blending in by posing as human statues.

My role - Technical designer

As the sole technical designer on Mannequin, I've been responsible for creating gameplay features, as well as overseeing UI and UX. My work primarily involved using Angelscript and Unreal Blueprints.

 

On a daily basis, I collaborate closely with programmers, serving as a bridge between design and development to ensure seamless implementation of gameplay elements.

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UI/UX

As the sole technical designer on Mannequin, I’ve worked extensively on both the functionality and appearance of UI/UX, integrating numerous gameplay elements. All of these features were primarily developed using AngelScript.


Example of features:

- Main menu navigation between different game lobbies

- Game settings

- Custom UI solutions

- Social menu (friends, reports, party, and more...)

- Player stats and progression

- Player skin unlocks

- In-game promos and updates

- Mod.io browser and handling of installing/uninstalling mods.

- In game notifications (players joining, captured objectives, and more...)

Gameplay

On the gameplay side, I’ve worked on both level-based logic and character abilities, as well as exposing players to configuring server-side settings.


Example of features:

- Player shield ability

- Portals

- Player hosted server settings (Movement speed, attack speed, Match duration and more.

Audio

I was responsible for implementing most of the audio in the game, as well as developing systems to manage it, such as custom audio emitters and an ambience handler. Additionally, I created several source sounds, including the game’s music, announcer voice, and various sound effects.

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Cities: VR

Be the mayor in Cities: VR, the ultimate VR city-building and management simulator. Design neighborhoods, construct buildings, direct the flow of traffic - all while you handle economics, emergency services, and more. Step inside this VR adaptation of the leading city-builder, Cities: Skylines.
 

My role: Technical/UX Designer

On Cities: VR, I took on a more design-focused role as the sole designer on a team of programmers for most of the project. Since the game was a port, a significant portion of my time was dedicated to creating a workflow that was optimized for VR, ensuring a smooth and intuitive experience for players.

Design challenges

Since the game was a port from a flat-screen version and players in VR tend to avoid excessive reading, we streamlined the UI to only include essential elements, ensuring everything was contextualized based on the player’s actions.

We also had to rethink the traditional approach to UI, as displaying it directly in the player’s face in VR can feel overwhelming and disruptive. Our solution was to attach the UI to the controller, allowing players to choose when and if they wanted to interact with it, giving them more control over their experience.

UI

I was responsible for both the appearance and functionality of the UI. A key focus was simplifying the interface so it could be easily understood at a glance. This involved reducing text and relying more on clear iconography and color coding. To preserve some of the complexity of the original game, we added an option to expand most menus, allowing players to access more detailed stats and explanations for the tools they were using.

Tutorial

Since VR was still a relatively new gaming method, we recognized that players might be unfamiliar with VR controls and movement. This presented a challenge, especially with Cities: VR being a complex game. To address this, we broke down the tutorial into small, manageable steps, starting with basic movement and rotation, and gradually progressing to building a fully functioning city.​​

Post launch engagement

After several VR platform releases, we entered a post-launch phase where I, along with one programmer, were the only ones working on the game. During this time, we shifted our focus to community engagement, providing support, and listening to player feedback to understand their wishes.

Other games I've worked on

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Action Hero

I was briefly involved in the project to oversee and contribute to the audio design, ensuring it aligned with the overall vision and enhanced the player experience.

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Vampire the masquerade: Justice

I joined the project at the startup phase, where I focused on design and gameplay prototyping, including features like wall climbing, level design, and encounter design.

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Wraith the oblivion: Afterlife

I joined this project at the start of my internship at Fast Travel Games. With the game being in a mostly finished state, my main responsibilities were bug fixing and setting up telemetry.

About Henning

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I began my game design journey in 2019 at Futuregames, where my passion for both game and technical design truly took off. During my studies, I landed an internship at Fast Travel Games, which eventually led to a full-time position.
Over the course of four years at Fast Travel Games, I’ve had the opportunity to contribute to a wide range of projects—from single-player to multiplayer games, and working in both small and large teams. I've been involved in everything from early game development stages to post-launch support, which has strengthened my ability to adapt and thrive in any design environment.
Throughout my career, I’ve also expanded my skill set by transitioning from Unreal Blueprints to primarily working with Angelscript, tackling multiplayer replication, and creating tools to streamline workflows for fellow designers.
As a colleague, I’m known for my helpful, open attitude, my efficiency in completing tasks, and my strong communication skills.

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