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    <channel>
        <title>eriksvedang.com</title>
        <link>https://eriksvedang.github.io</link>
        <description>The work and thoughts of Erik Svedäng</description>
        <lastBuildDate>Wed, 18 Feb 2026 14:02:44 +0000</lastBuildDate>
        
        <item>
            <description>
                &lt;p&gt;For the last six years or so, I’ve been the maintainer of the
&lt;a href=&quot;https://www.meetup.com/&quot;&gt;Meetup&lt;/a&gt; group “Halmstad Functional
Programming”. I started the group when I moved to Halmstad because going to
Meetup groups back in Gothenburg was a big thing at the time, and it had led
to a lot of fun experiences and long-lasting friendships for me.&lt;/p&gt;

&lt;p&gt;Unfortunately, Meetup of today (at least here in Halmstad) is not
worth the money. Very few people find the group, and the price for
membership has been going up &lt;em&gt;a lot&lt;/em&gt; lately. So it’s with a sad heart
that I have made the decision to terminate my Meetup.com subscription,
which will leave the current group in limbo.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;BUT!&lt;/strong&gt; Me and my co-organizer Ola Sikström will try to keep the group going,
indie style 🤘. We’ve launched a small website with all the
info. Check it out here:&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://halmstad-functional-programming.github.io/&quot;&gt;halmstad-functional-programming.github.io&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;We will use a &lt;a href=&quot;https://discord.gg/sxTwspFqqU&quot;&gt;Discord server&lt;/a&gt; to organize upcoming meetings (at least for now, we’re aware of the problems
regarding that platform too…)&lt;/p&gt;

&lt;p&gt;So if you’re somewhat close to Halmstad and want to hang out (or maybe
even give a talk?), please come join us! Or just shoot us an &lt;a href=&quot;mailto:halmstadfp@protonmail.com&quot;&gt;email&lt;/a&gt;,
that works too.&lt;/p&gt;

            </description>
            <pubDate>Wed, 18 Feb 2026 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/2026/02/18/goodbye-meetup.html
            </guid>
            <link>
                https://eriksvedang.github.io/2026/02/18/goodbye-meetup.html
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            <description>
                &lt;p&gt;I’m very happy to announce that I, together with miniature landscape
builder &lt;a href=&quot;https://www.youtube.com/@eriksminiworlds/&quot;&gt;Erik Fälth&lt;/a&gt;, and
comic book artist &amp;amp; illustrator &lt;a href=&quot;https://olofhjalmar.webflow.io/&quot;&gt;Olof
Hjalmar&lt;/a&gt;, have received funding from the &lt;a href=&quot;https://www.regionhalland.se/kultur&quot;&gt;Region of
Halland&lt;/a&gt; to
develop a tabletop miniatures game about &lt;a href=&quot;https://sv.wikipedia.org/wiki/Slaget_vid_Nissan&quot;&gt;“Slaget vid Nissan”&lt;/a&gt; / &lt;a href=&quot;https://en.wikipedia.org/wiki/Battle_of_Nis%C3%A5&quot;&gt;“The Battle of
Niså”&lt;/a&gt; — one
of the largest naval viking battles ever to occur. (And it happened
just close to where we live.)&lt;/p&gt;

&lt;p&gt;We are very thankful for the support of this project!&lt;/p&gt;

&lt;p&gt;Now, our plan is to create a &lt;strong&gt;huge&lt;/strong&gt; one-of-a-kind diorama game
board, filled with viking ships and their bloodthirsty crew. The game
itself will be equal measures educational and fast-paced fun.&lt;/p&gt;

&lt;p&gt;If you want to follow our progress, you should keep an eye on the game’s webpage at
&lt;a href=&quot;https://www.eriksvedang.com/slaget-vid-nissan&quot;&gt;www.eriksvedang.com/slaget-vid-nissan&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;You can also subscribe to Erik Fälth’s &lt;a href=&quot;https://www.youtube.com/@eriksminiworlds/&quot;&gt;YouTube
channel&lt;/a&gt;, where he will
post videos throughout the project. Here’s the first one:&lt;/p&gt;

&lt;iframe width=&quot;340&quot; height=&quot;640&quot; src=&quot;https://youtube.com/embed/hV7eoxXK07A?si=iyE5Dsf3R6kQnFGc&quot; frameborder=&quot;0&quot; allowfullscreen=&quot;&quot;&gt;&lt;/iframe&gt;

            </description>
            <pubDate>Thu, 08 Jan 2026 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/2026/01/08/announcing-slaget-vid-nissan.html
            </guid>
            <link>
                https://eriksvedang.github.io/2026/01/08/announcing-slaget-vid-nissan.html
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            <description>
                &lt;p&gt;&lt;em&gt;The woodcut ‘Raikō shitennō to
tsuchigumo’ by Utagawa Kuninaga.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;Earlier this week I turned 38. It’s not a very exciting age, I know. But
this birthday had an additional meaning to me. Something secret that gave
it a certain significance in my mind:&lt;/p&gt;

&lt;p&gt;&lt;em&gt;“Only two years left.”&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;No, this has nothing to do with my expected lifespan (I hope). Rather,
what I couldn’t stop thinking about was a bet I made with myself a
couple of years ago. But let’s back up a bit.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Go&lt;/em&gt; is a completely fascinating game (check out its &lt;a href=&quot;https://en.m.wikipedia.org/wiki/Go_(game)&quot;&gt;wikipedia
page&lt;/a&gt; if you don’t know
much about it). I learned about it from a book when I was a teenager,
but it wasn’t until I started university that I met others who
played. They inspired me to become a proper student of the game.&lt;/p&gt;

&lt;p&gt;I started playing online,
read strategy books, studied old masters, and so on.&lt;/p&gt;

&lt;p&gt;For those unware, Go players usually keep track of their skill using a
&lt;a href=&quot;https://en.m.wikipedia.org/wiki/Go_ranks_and_ratings&quot;&gt;ranking system&lt;/a&gt;
similar to the ones in martial arts (e.g. Karate). As a beginner, you
start at 30 &lt;em&gt;kyu&lt;/em&gt; and work your way downwards to 1 kyu. Knowing your
rank is very useful, because it also tells you what advantage the
weaker player should get to make for an even game. For example,
between two players of rank 10 kyu and 14 kyu there’s a difference of
four, so the weaker player should start with four stones on the board
– effectively four free moves. This is called being “four stones
stronger”. When you play online, the server keeps track of your rank
and modifies it based on wins and losses. This works very much like
&lt;a href=&quot;https://sv.wikipedia.org/wiki/Elo-rating&quot;&gt;Elo&lt;/a&gt; on Chess servers and
in other competitive games. When you play casually against others, you
often state the rank you believe that you have – to find a suitable
opponent at a club, or just to get a feel for how deep someone’s
understanding of the game is.&lt;/p&gt;

&lt;p&gt;So the rank starts at 30 kyu and goes downwards. But what happens when
you reach 1 kyu, you might ask? At that point the rank switches to the
&lt;em&gt;dan&lt;/em&gt; scale and start counting upwards instead! So someone that is one
stone stronger than 1 kyu is 1 dan, then 2 dan, 3 dan, and so on, all
the way up to 9 dan. The rank of 1 dan is also called &lt;em&gt;shodan&lt;/em&gt;, which
translates to something like “first rank”. This is quite an
interesting name, because without any context it sounds a lot like the
rank you’d start with as a beginner. In other words, when you reach
dan level you kind of start over. For a game so deeply steeped in
Eastern philosophy, this shouldn’t be surprising – without a
&lt;a href=&quot;https://en.wikipedia.org/wiki/Shoshin&quot;&gt;beginners mindset&lt;/a&gt; it’s very
hard to improve at anything. You can’t learn if you believe that
you’re already an expert.&lt;/p&gt;

&lt;p&gt;Now, it’s debatable how important it is to reach the dan level. A good
game is ideally fun even when you’re not &lt;em&gt;that&lt;/em&gt; experienced, and Go is
a very good game indeed. Some of its beauty is there for you to see
after playing just a few times. With a bit of guidance professional
games can be thoroughly enjoyed, even though most of their depth lies
hidden to amateurs. Still, there’s a shared sense among players that
you want to achieve dan level at some point. In a game as deep as Go,
winning often feels a bit undeserved. None of the players &lt;em&gt;really&lt;/em&gt;
knew what was going on, after all! Focusing on self-improvement and
your own progress is more productive than sherishing singular
victories. Ultimately, your rank might become an obsession.&lt;/p&gt;

&lt;p&gt;How long does it ...
            </description>
            <pubDate>Sun, 08 Sep 2024 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/2024/09/08/shodan-before-forty.html
            </guid>
            <link>
                https://eriksvedang.github.io/2024/09/08/shodan-before-forty.html
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            <description>
                &lt;p&gt;&lt;em&gt;Manahex&lt;/em&gt; is a digital card &amp;amp; board game for 2 to 4 players. It is
played on a map of hexes, which your mage can control to gain
mana. The mana is used to pay for your cards (spells, creatures,
buildings, etc). With the cards you try to defeat the other players
and be the last mage standing. The game contains over 120 different
cards with handmade art, and they are all unlocked from the start to
facilitate creative deck building for all players.&lt;/p&gt;

&lt;p&gt;This is the first of my games released under the &lt;a href=&quot;https://www.secretsupermarket.com&quot;&gt;Secret Supermarket&lt;/a&gt; label.&lt;/p&gt;

            </description>
            <pubDate>Thu, 06 Jun 2024 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/manahex
            </guid>
            <link>
                https://eriksvedang.github.io/manahex
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            <description>
                &lt;p&gt;&lt;a href=&quot;https://store.steampowered.com/app/2774650/Manahex/&quot;&gt;Manahex is out on
Steam&lt;/a&gt; — yay!&lt;/p&gt;

&lt;p&gt;In addition to being my first commercial game since
&lt;em&gt;Else Heart.Break()&lt;/em&gt;, it is the also the first game I’m releasing
under the &lt;em&gt;Secret Supermarket&lt;/em&gt; label.&lt;/p&gt;

&lt;p&gt;The goal of the label is to make it easy for people to find my
digital board games, talk about them, and influence their design.&lt;/p&gt;

&lt;p&gt;The central place for this discussion will be the &lt;a href=&quot;https://discord.gg/xPQJgrbpDs&quot;&gt;Secret Supermarket
Discord server&lt;/a&gt;, please come join!&lt;/p&gt;

            </description>
            <pubDate>Wed, 05 Jun 2024 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/2024/06/05/secretsupermarket.html
            </guid>
            <link>
                https://eriksvedang.github.io/2024/06/05/secretsupermarket.html
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            <description>
                &lt;p&gt;Today I’m happy to announce my upcoming game, &lt;em&gt;Manahex&lt;/em&gt;. It’s a
digital card game designed, programmed, scored and painted by yours
truly. If all goes well, it will be released this spring.&lt;/p&gt;

&lt;p&gt;You can read more about the gameplay on the &lt;a href=&quot;https://store.steampowered.com/app/2774650/Manahex/&quot;&gt;Steam
page&lt;/a&gt;. Wishlisting
is much appreciated! &amp;lt;3&lt;/p&gt;

&lt;p&gt;Here’s a trailer:&lt;/p&gt;

&lt;iframe class=&quot;youtube-video&quot; src=&quot;https://www.youtube.com/embed/TsJIESTWhKA?si=uKr3z2PjQ27CX1HV&quot; title=&quot;YouTube video player&quot; frameborder=&quot;0&quot; allow=&quot;accelerometer;
autoplay; clipboard-write; encrypted-media; gyroscope;
picture-in-picture; web-share&quot; allowfullscreen=&quot;&quot;&gt;&lt;/iframe&gt;

            </description>
            <pubDate>Mon, 26 Feb 2024 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/2024/02/26/announcing-manahex.html
            </guid>
            <link>
                https://eriksvedang.github.io/2024/02/26/announcing-manahex.html
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            <description>
                &lt;p&gt;&lt;em&gt;Mjuk Vass&lt;/em&gt; is my solo music project that has evolved organically in
the last couple of years. Its focus is on live performance
using analog modular synthesizers.&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://soundcloud.com/mjukvass&quot;&gt;Listen on Soundcloud&lt;/a&gt;&lt;/p&gt;

&lt;h2 id=&quot;upcoming-shows&quot;&gt;Upcoming shows&lt;/h2&gt;

&lt;p&gt;None.&lt;/p&gt;

&lt;h2 id=&quot;past&quot;&gt;Past&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;“Bänkfest”, Gothenburg (Feb  24, 2024)&lt;/li&gt;
  &lt;li&gt;Catbeats &amp;amp; friends, Gothenburg (Oct 27, 2023)&lt;/li&gt;
  &lt;li&gt;Art exhibition “Komplicerade grejer”, Halmstad (Oct 21, 2023)&lt;/li&gt;
  &lt;li&gt;Kulturnatta, Halmstad (Oct 1, 2022)&lt;/li&gt;
&lt;/ul&gt;

            </description>
            <pubDate>Fri, 05 Jan 2024 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/2024/01/05/mjuk-vass.html
            </guid>
            <link>
                https://eriksvedang.github.io/2024/01/05/mjuk-vass.html
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            <description>
                &lt;p&gt;Given the state of Twitter / X, I created a Mastodon account:&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://mastodon.gamedev.place/@e_svedang&quot;&gt;@e_svedang&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;See you on the other side!&lt;/p&gt;

&lt;p&gt;UPDATE: Now I’m using Bluesky instead &lt;a href=&quot;https://bsky.app/profile/eriksvedang.com&quot;&gt;https://bsky.app/profile/eriksvedang.com&lt;/a&gt;&lt;/p&gt;

            </description>
            <pubDate>Fri, 15 Sep 2023 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/2023/09/15/mastodon.html
            </guid>
            <link>
                https://eriksvedang.github.io/2023/09/15/mastodon.html
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            <description>
                &lt;p&gt;Dear friends,&lt;/p&gt;

&lt;p&gt;It is with great pleasure that I’m announcing my
return to full-time indie game development.&lt;/p&gt;

&lt;p&gt;For the last three years I’ve been working for a startup called
&lt;a href=&quot;https://coherence.io&quot;&gt;coherence&lt;/a&gt;, creating a toolkit for multiplayer
games. It has been a lot of fun — I’ve learned a lot about
networking and how to make online games from some amazing people. But
while making tools for others is certainly very enjoyable, my true
passion is to work on my own designs. So back to being indie it is,
wish me luck!&lt;/p&gt;

&lt;p&gt;Cheers,&lt;br /&gt;
Erik&lt;/p&gt;

            </description>
            <pubDate>Fri, 08 Sep 2023 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/2023/09/08/indie-2.0.html
            </guid>
            <link>
                https://eriksvedang.github.io/2023/09/08/indie-2.0.html
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            <description>
                &lt;p&gt;The 10:th of September 2021 my second child was born!&lt;/p&gt;

            </description>
            <pubDate>Fri, 10 Sep 2021 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/2021/09/10/katja.html
            </guid>
            <link>
                https://eriksvedang.github.io/2021/09/10/katja.html
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            <description>
                &lt;p&gt;After releasing &lt;a href=&quot;https://eriksvedang.com/else-heart-break&quot;&gt;Else Heart.Break()&lt;/a&gt; in 2015 I’ve been busy with lots of projects, like a &lt;a href=&quot;https://eriksvedang.com/carp&quot;&gt;programming language&lt;/a&gt;, &lt;a href=&quot;https://eriksvedang.com/dmrsion&quot;&gt;various&lt;/a&gt; &lt;a href=&quot;https://eriksvedang.com/interesting-choices&quot;&gt;board&lt;/a&gt; &lt;a href=&quot;https://eriksvedang.com/hamnar&quot;&gt;games&lt;/a&gt;, and a whole bunch of unreleased prototypes. I haven’t released any new major, digital games though. So about 6 months ago I started to feel that it was really about time to create something like that again.&lt;/p&gt;

&lt;p&gt;The working title of this new (and somewhat big) game is &lt;em&gt;Ord&lt;/em&gt;. It’ll most likely be about &lt;a href=&quot;https://www.youtube.com/watch?v=6ml8KDumTO0&quot;&gt;human behaviour&lt;/a&gt;, the future, and the art of talking to people. Also, no programming puzzles this time. It will be using pixel art, which is both new and exciting for me. I’m looking forward to share more about the game as it progresses.&lt;/p&gt;

            </description>
            <pubDate>Mon, 03 Feb 2020 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/2020/02/03/ord.html
            </guid>
            <link>
                https://eriksvedang.github.io/2020/02/03/ord.html
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            <description>
                &lt;p&gt;This was a piece of commisioned work for the &lt;a href=&quot;www.uib.no/en/universitymuseum&quot;&gt;University Museum of Bergen&lt;/a&gt; (Norway), in collaboration with exhibition designer &lt;a href=&quot;https://bartleyadam.myportfolio.com/&quot;&gt;Adam Bartley&lt;/a&gt;. The goal was to create an interactive installation where the museum visitors could experiment with the basic rules of crystal growth in a simplified and playful way.&lt;/p&gt;

&lt;p&gt;The end result is a kind of microscope simulator with a special built hardware interface. Using large control knobs you can change two different parameters — concentration and temperature, which are the two most important factors for crystals forming (or dissolving). The simulation is in 2D to make it easier to understand.&lt;/p&gt;

&lt;p&gt;The piece is part of a larger exhibition about crystals and can be found in the natural history building of the University Museum of Bergen.&lt;/p&gt;

            </description>
            <pubDate>Mon, 14 Oct 2019 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/krystall
            </guid>
            <link>
                https://eriksvedang.github.io/krystall
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            <description>
                &lt;p&gt;You’re now visiting my new website! After about 10 years with a pretty annoying Wordpress blog (still available &lt;a href=&quot;https://eriksvedang.wordpress.com/&quot;&gt;here&lt;/a&gt;) I really wanted a better way of presenting my &lt;a href=&quot;/work.html&quot;&gt;work&lt;/a&gt;, both old and new. Hopefully you will find the site inspiring and fun. If you want to be notified when I post something new, subscribe via &lt;a href=&quot;https://eriksvedang.com/feed.xml&quot;&gt;rss&lt;/a&gt; or follow me on &lt;a href=&quot;https://twitter.com/e_svedang&quot;&gt;twitter&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Cheers,
Erik&lt;/p&gt;

            </description>
            <pubDate>Wed, 31 Oct 2018 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/2018/10/31/welcome.html
            </guid>
            <link>
                https://eriksvedang.github.io/2018/10/31/welcome.html
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            <description>
                &lt;p&gt;The 13:th of February 2018 I became a father!&lt;/p&gt;

            </description>
            <pubDate>Tue, 13 Feb 2018 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/2018/02/13/leonard.html
            </guid>
            <link>
                https://eriksvedang.github.io/2018/02/13/leonard.html
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            <description>
                &lt;p&gt;In the fall of 2018 I participated in a course called “Pedagogical Game Design”. Our final assignment was to make an educational game, and I — at the time teaching game design at the University of Skövde — thought it would be a good idea to make a game about designing games. The result was “A Series of Interesting Choices” (named after a quote by Sid Meier). It was inspired by games like &lt;a href=&quot;https://boardgamegeek.com/boardgame/39856/dixit&quot;&gt;Dixit&lt;/a&gt; and &lt;a href=&quot;https://en.wikipedia.org/wiki/Balderdash&quot;&gt;Balderdash&lt;/a&gt; except that instead of coming up with pictures or words you design your own game. While this might sound overly complicated and hard, it’s actually very fun in practice.&lt;/p&gt;

&lt;p&gt;Check out the official site for more information, rules, and (soon) a way to order a physical copy of the game.&lt;/p&gt;

            </description>
            <pubDate>Wed, 20 Dec 2017 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/interesting-choices
            </guid>
            <link>
                https://eriksvedang.github.io/interesting-choices
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            <description>
                &lt;p&gt;Born out of frustration with current tools for digital game making — and a love for the &lt;a href=&quot;https://en.wikipedia.org/wiki/Lisp_(programming_language)&quot;&gt;Lisp&lt;/a&gt; family of languages — I invented Carp. It’s a programming language designed with game making in mind, focused on speed and predictable performance. Also, it has the kind of tooling and syntax that I prefer. Hopefully it will make me and others feel a little bit better while programming.&lt;/p&gt;

&lt;p&gt;The first version of the compiler was made 2015 - 2016, attracting a fair bit of attention in the programming community. In the spring of 2017 I rebooted the project, rewriting it in Haskell (it used to be C). The project is open source and available for your viewing at &lt;a href=&quot;https://github.com/carp-lang/Carp&quot;&gt;Github&lt;/a&gt;. There you can also find documentation explaining how to use the language, and a link to our chat group on gitter.im where you can ask questions and talk to the people involved.&lt;/p&gt;

            </description>
            <pubDate>Thu, 01 Jun 2017 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/carp
            </guid>
            <link>
                https://eriksvedang.github.io/carp
            </link>
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            <description>
                &lt;p&gt;An &lt;a href=&quot;https://en.wikipedia.org/wiki/Ikaruga&quot;&gt;Ikaruga&lt;/a&gt;-inspired space shooter made together with &lt;a href=&quot;http://ossianboren.com&quot;&gt;Ossian Borén&lt;/a&gt; during the Banana Jam 2017. He programmed and designed most of the game, I just made the enemies (art + movement).&lt;/p&gt;

&lt;p&gt;This game (just like &lt;a href=&quot;https://www.eriksvedang.com/fluctus&quot;&gt;Fluctus&lt;/a&gt; from the year before) was made using &lt;a href=&quot;https://www.lexaloffle.com/pico-8.php&quot;&gt;Pico-8&lt;/a&gt;, Ossian’s weapon of choice when it comes to game making. The final game was displayed in an arcade cabinet made out of cardboard banana boxes. Thanks a lot to &lt;a href=&quot;https://twitter.com/z3zard&quot;&gt;Erik Einebrant&lt;/a&gt; for helping us out with that!&lt;/p&gt;

            </description>
            <pubDate>Mon, 01 May 2017 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/monoid
            </guid>
            <link>
                https://eriksvedang.github.io/monoid
            </link>
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            <description>
                &lt;p&gt;A two-player platform brawler where you try to shoot the other dude with your gun. The only catch is that your gun shoots waveforms instead of in a straight line (the wave form can also be adjusted by picking up powerups, i.e. to make it oscillate more frequently).&lt;/p&gt;

&lt;p&gt;This was a collaboration with Fabian Sörensson during the Global Game Jam 2017. I coded the gun and the waveforms, he did everything else. We used the fantasy console &lt;a href=&quot;https://www.lexaloffle.com/pico-8.php&quot;&gt;Pico-8&lt;/a&gt; to make it which was great fun. If you’re a bit burnt out by big clunky tools (or is just starting out with digital game making) you should really give it a shot.&lt;/p&gt;

            </description>
            <pubDate>Sun, 15 Jan 2017 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/fluctus
            </guid>
            <link>
                https://eriksvedang.github.io/fluctus
            </link>
        </item>
        
        <item>
            <description>
                &lt;p&gt;Hotrod is a very small software library for live reloading of code in C. This allows you to tweak a function while your application is running. Please let me know if you find it useful!&lt;/p&gt;

&lt;p&gt;To download the code (and to file bugs) point your browser in the direction of
&lt;a href=&quot;https://github.com/eriksvedang/Hotrod&quot;&gt;https://github.com/eriksvedang/Hotrod&lt;/a&gt;.&lt;/p&gt;

            </description>
            <pubDate>Thu, 15 Dec 2016 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/hotrod
            </guid>
            <link>
                https://eriksvedang.github.io/hotrod
            </link>
        </item>
        
        <item>
            <description>
                &lt;p&gt;My big interest in board games and their history inspired me to run a study circle on the topic.&lt;/p&gt;

&lt;p&gt;Eight times during the autumn of 2016 a group of people gathered at Lindholmen (Gothenburg) to play various board and card games from around the world, both new and old.&lt;/p&gt;

&lt;p&gt;Hopefully I will have time to do a second run at some point. &lt;a href=&quot;/contact&quot;&gt;Get in touch&lt;/a&gt; if you’re interested in participating!&lt;/p&gt;

            </description>
            <pubDate>Tue, 15 Nov 2016 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/2016/11/15/game-design-study-circle.html
            </guid>
            <link>
                https://eriksvedang.github.io/2016/11/15/game-design-study-circle.html
            </link>
        </item>
        
        <item>
            <description>
                &lt;p&gt;After studying ancient board games during the fall of 2016, I felt inspired to create this game. My primary design goal was to make it feel like something that had just been discovered in an old grave, with inscriptions on the wall for how to play it. I also wanted the act of playing it feel somewhat ritualistic.&lt;/p&gt;

&lt;p&gt;The resulting game is one of shape shifting (“hamnskifte” in Swedish) and unpredictable turn order, controlled by the movement of orbs.&lt;/p&gt;

&lt;p&gt;A future goal is to create version of this game out of clay, rock and wood (with carved holes for the orbs). Until then I will have to make do with a simple paper prototype. The good news is that it’s very easy to create such a prototype if you want to try the game yourself!&lt;/p&gt;

&lt;p&gt;Here are the complete rules for the game:&lt;/p&gt;

&lt;h2 id=&quot;components&quot;&gt;Components&lt;/h2&gt;
&lt;ul&gt;
  &lt;li&gt;Five game pieces in two different colors (10 total, pawns from a chess set works well).&lt;/li&gt;
  &lt;li&gt;Three “orbs” each, in the same two colors as the pawns. These could be wooden tokens, stones or any other small object (I use Go stones).&lt;/li&gt;
  &lt;li&gt;Four “pillars” (somewhat optional, these are just wooden blocks that create elevated squares on the game board).&lt;/li&gt;
  &lt;li&gt;A board that looks something like this:&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;img width=&quot;100%&quot; src=&quot;img/Hamnar_board.jpg&quot; /&gt;&lt;/p&gt;

&lt;p&gt;I created my board using an A3 paper, a ruler, a pencil, and some water color. The icons around the edge of the board are supposed to depict (starting from the top and moving clockwise) a sun, a pawn, three horse shoes, an elephant head.&lt;/p&gt;

&lt;h2 id=&quot;setup&quot;&gt;Setup&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;Place your five pieces on the squares closest to you and also place the four pillars on the “even” squares in the middle. The board should now look like this:&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;img width=&quot;100%&quot; src=&quot;img/Hamnar_setup.jpg&quot; /&gt;&lt;/p&gt;

&lt;p&gt;(If you don’t have wooden blocks for the pillars, just mark those squares with color.)&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Choose a starting player. She gets to place one of her three orbs on one of the icons at the outer edge of the board.&lt;/li&gt;
  &lt;li&gt;The other player gets to place one of her orbs on a free icon.&lt;/li&gt;
  &lt;li&gt;The starting player once again gets to place an orb.&lt;/li&gt;
  &lt;li&gt;The other player now gets to place &lt;em&gt;two&lt;/em&gt; orbs, leaving only one free icon where the starting player must place her third and last orb.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;In other words, the number of pawns placed by each player in turn order is 1-1-1-2-1.&lt;/p&gt;

&lt;p&gt;Here’s an example of how the game board could look just before the first move is made:&lt;/p&gt;

&lt;p&gt;&lt;img width=&quot;100%&quot; src=&quot;img/Hamnar_orbs.jpg&quot; /&gt;&lt;/p&gt;

&lt;h2 id=&quot;gameplay-overview&quot;&gt;Gameplay Overview&lt;/h2&gt;

&lt;p&gt;There isn’t a predefined turn order in Hamnár, instead you use the orbs and the icons to determine who gets to move.&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;The game starts with an activation of the pawn icon (located in the upper right corner in the photo above). Whoever has their orb there gets to temporarily “transform” one of their pieces to a pawn and move it according to the pawn rule (see “The Icons” below).&lt;/li&gt;
  &lt;li&gt;Then the next orb (in clockwise order) is activated and the player who owns it gets to transform and move one of their pieces according to the horse rule, and so on.&lt;/li&gt;
  &lt;li&gt;The activation continues around the edge of the board, using one icon at the time. The player who has their orb one the icon gets to do the corresponding move with &lt;em&gt;any one&lt;/em&gt; of their pieces.&lt;/li&gt;
  &lt;li&gt;If the player can’t perform the move ...
            </description>
            <pubDate>Wed, 26 Oct 2016 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/hamnar
            </guid>
            <link>
                https://eriksvedang.github.io/hamnar
            </link>
        </item>
        
        <item>
            <description>
                &lt;p&gt;This game was co-designed with &lt;a href=&quot;http://ossianboren.com&quot;&gt;Ossian
Borén&lt;/a&gt;. We wanted to make a collectible card
game (think Magic the Gathering) but where the players themselves were
allowed to design the cards. We developed the rules at the &lt;a href=&quot;/no-more-sweden&quot;&gt;No More
Sweden&lt;/a&gt; game jam 2015 and during later playtests in
Gothenburg. We also made a website (now defunct) with a form for entering cards into a shared database.&lt;/p&gt;

            </description>
            <pubDate>Wed, 01 Jun 2016 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/splicers
            </guid>
            <link>
                https://eriksvedang.github.io/splicers
            </link>
        </item>
        
        <item>
            <description>
                &lt;p&gt;Stomp is a prototype I made based on the idea of a card game played in real-time, removing the need to wait for your opponent to make their move. You can try it out over at itch.io (link above).&lt;/p&gt;

&lt;p&gt;I’m pretty happy with how it turned out, and some people really love it. Unfortunately the current version is also fairly inaccessible and hard to understand. Hopefully I can find the time to make a better and more easy-to-play version of the same idea some time in the future…&lt;/p&gt;

            </description>
            <pubDate>Wed, 30 Mar 2016 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/stomp
            </guid>
            <link>
                https://eriksvedang.github.io/stomp
            </link>
        </item>
        
        <item>
            <description>
                &lt;p&gt;&lt;em&gt;Perdure is my take on how to play Magic the Gathering (or Hearthstone) with a normal deck of cards, nothing else needed. Here’s a description of it’s rules.&lt;/em&gt;&lt;/p&gt;

&lt;h2 id=&quot;setup&quot;&gt;Setup&lt;/h2&gt;
&lt;p&gt;Shuffle a regular deck of cards (no jokers) and split it in the middle, giving each player 26 cards.
Each player draws a hand of five. Randomise who goes first.&lt;/p&gt;

&lt;h2 id=&quot;turn-structure&quot;&gt;Turn structure&lt;/h2&gt;
&lt;p&gt;There are five phases in a player’s turn, executed sequentially:&lt;/p&gt;

&lt;h3 id=&quot;1-untap-all-lands-and-creatures&quot;&gt;1. Untap all lands and creatures&lt;/h3&gt;
&lt;p&gt;Any cards that are turned sideways are turned back to normal, they can now be used again.&lt;/p&gt;

&lt;h3 id=&quot;2-draw-one-card&quot;&gt;2. Draw one card&lt;/h3&gt;
&lt;p&gt;The starting player skips this phase on his or her first turn, in all other cases this action is mandatory. If you can’t draw a card because your deck is depleted, you lose the game (see &lt;em&gt;winning&lt;/em&gt; below).&lt;/p&gt;

&lt;h3 id=&quot;3-play-cards&quot;&gt;3. Play cards&lt;/h3&gt;
&lt;p&gt;Cards in your hand can now be used in various ways:&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Land&lt;/em&gt; – Play any card face down to create a land. This is a free action, but you can only play one land per turn. A land can be tapped (turned sideways) to earn you 1 mana which can be used to pay for other cards.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Creature&lt;/em&gt; – Creatures cost 1 to 5 mana to play and enter the game with summoning sickness, meaning they can’t attack the same turn that they were played (except for creatures of the Diamond suite). Each creature has two values, one for power (how much damage it deals), and one for toughness (how much damage it can take before being killed). This is commonly abbreviated 1/1, 2/2, and so on. See the next page for more info.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Spell&lt;/em&gt; – There are four kinds of spells in the game, one for each suit. A spell costs 1 – 5 mana (depending on its value) and will perform an effect when it is played, then the card is put into your own discard pile.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Cantrip&lt;/em&gt; – Any card can be discarded for the cost of 1 mana to let you draw 2 new cards from your deck.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Enchantment&lt;/em&gt; – Play any card on one of your creatures to give it the power of that suit. A creature can only have one enchantment of each suit on it, and no enchantment in it’s original suit. When a creatures dies, all it’s enchantments are discarded with it.&lt;/p&gt;

&lt;h3 id=&quot;4-attack&quot;&gt;4. Attack&lt;/h3&gt;
&lt;p&gt;Select which, if any, of your creatures that should attack. Tap those creatures to mark that they won’t be able to block during your opponent’s next turn. Your opponent now gets to select which of his or her creatures that should block your attackers. A creature can only block one attacker but multiple blockers can gang up on a single attacking creature. When blockers have been designated, all creatures that are attacking or blocking deal their damage. In the case of multiple creatures fighting together, the owner of the single creature gets to decide how to divide the damage between the blockers. Creatures that are dealt damage equal or greater than their toughness dies and are put in their owner’s discard pile. If a creature is dealt damage that doesn’t kill it, keep track of this damage until the end of the turn. Any creature that was not blocked at all will deal its damage to the defending player instead. When receiving damage a player discards that many cards from the top of his or her deck.&lt;/p&gt;

&lt;h3 id=&quot;5-play-cards-again&quot;&gt;5. Play cards (again)&lt;/h3&gt;
&lt;p&gt;This phase is just like phase 3, i.e. you can play more cards. When satisfied, pass the turn to the other player. Any damage on creatures is removed, in other words t...
            </description>
            <pubDate>Sun, 20 Dec 2015 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/perdure
            </guid>
            <link>
                https://eriksvedang.github.io/perdure
            </link>
        </item>
        
        <item>
            <description>
                &lt;p&gt;Made together with &lt;a href=&quot;http://elhuervo.tumblr.com&quot;&gt;Niklas Åkerblad&lt;/a&gt; (art, music, animation), Tobias Sjögren (art), &lt;a href=&quot;http://www.soundproof.se&quot;&gt;Oscar Rydelius&lt;/a&gt; (sound) and Johannes Gotlén (programming). I was the designer, lead programmer and writer.&lt;/p&gt;

&lt;p&gt;Else Heart.Break() is by far the biggest and most ambitious project I’ve ever been part of. It took about five years to finish and the end result requires both wit and persistance to play through. If you have tried it out — thank you very much!&lt;/p&gt;

&lt;p&gt;While we most likely will never make a sequel to this game, I learned an immense ammount about digital storytelling when making it and  can’t wait to put that to good use in my future endeavours.&lt;/p&gt;

&lt;!-- Sebastian has just landed his first job in the distant city of Dorisburg. He moves there to start his adult life and figure out who he really wants to be. Among a strange collection of people, hackers and activists he finds some true friends – perhaps even love. But can they stop the terrible deeds of the people ruling the city? And who will get their heart broken in the end?” --&gt;

&lt;!-- Else Heart.Break() is a reimagination of the adventure game: a fantastic story set in a fully dynamic and interactive world. Instead of rigid puzzles you will learn (with the help from other characters in the game) how the reality of the game can be changed through programming and how any problem can be solved in whatever way you find suitable. --&gt;

            </description>
            <pubDate>Sun, 20 Sep 2015 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/else-heart-break
            </guid>
            <link>
                https://eriksvedang.github.io/else-heart-break
            </link>
        </item>
        
        <item>
            <description>
                &lt;p&gt;The Advent of 2014 I challenged myself to make one piece of art everyday, posting it to an advent calendar. You can have a look at the result &lt;a href=&quot;https://www.eriksvedang.com/Advent/&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;

            </description>
            <pubDate>Mon, 01 Dec 2014 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/2014/12/01/advent-calendar.html
            </guid>
            <link>
                https://eriksvedang.github.io/2014/12/01/advent-calendar.html
            </link>
        </item>
        
        <item>
            <description>
                &lt;p&gt;A lot of my programming work is open source and can be found at &lt;a href=&quot;https://github.com/eriksvedang&quot;&gt;github.com/eriksvedang&lt;/a&gt;.&lt;/p&gt;

            </description>
            <pubDate>Fri, 14 Feb 2014 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/github
            </guid>
            <link>
                https://eriksvedang.github.io/github
            </link>
        </item>
        
        <item>
            <description>
                &lt;p&gt;Dmrsion is a game about fluctuating dimensions of time and space, represented by pieces of art throughout history.&lt;/p&gt;

&lt;p&gt;It is a very quick game for 2 – 4 players, packing a lot of depth and replayability into a single 50 card deck. Matches take only about 5 – 10 minutes and almost every card is unique, leading to very different situations every time you play. The rules are so simple they fit on a single card, yet the intricate interactions between all the cards lead to very strategic gameplay with many interesting choices. The game can also be played in pairs, 2 vs 2.&lt;/p&gt;

&lt;p&gt;I’m currently looking for a publisher who can bring this game out to the wider public. Please get &lt;a href=&quot;/contact&quot;&gt;in touch&lt;/a&gt; if you can help out with that!&lt;/p&gt;

            </description>
            <pubDate>Wed, 01 May 2013 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/dmrsion
            </guid>
            <link>
                https://eriksvedang.github.io/dmrsion
            </link>
        </item>
        
        <item>
            <description>
                &lt;p&gt;Initially designed by me as a board game in the spring of 2011, later to be digitized by Johannes Gotlén (programming), &lt;a href=&quot;http://elhuervo.tumblr.com&quot;&gt;Niklas Åkerblad&lt;/a&gt; (art), &lt;a href=&quot;http://www.soundproof.se&quot;&gt;Oscar Rydelius&lt;/a&gt; (sound), and me (programming and design).&lt;/p&gt;

&lt;p&gt;It’s a 2-player game similar to chess, except that both players plan five moves ahead (secretely) and then watch them play out. There are various attacks available and a whole slew of destructible levels in various configurations.&lt;/p&gt;

&lt;p&gt;At its peak (the winter of 2012 or so…) there were quite a few players playing the game, making it easy to find opponents. Nowadays it’s harder but if you and a friend buy the game you can always just play with each other. The servers are still running and everything works well. Our goal has always been to publish the game for iPad (since it has the perfect form factor for making secret moves). Hopefully one day it will happen…&lt;/p&gt;

            </description>
            <pubDate>Tue, 01 Jan 2013 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/clairvoyance
            </guid>
            <link>
                https://eriksvedang.github.io/clairvoyance
            </link>
        </item>
        
        <item>
            <description>
                &lt;p&gt;The colorful and party-inclined cousin of Shot Shot Shoot. Made together with &lt;a href=&quot;https://twitter.com/catbeatsmusic&quot;&gt;Shelby Cinca&lt;/a&gt;, adding several elements to the gameplay (powerups, legion mode) while preserving its strategical depth and reliance on reflexes. In fact — Tri Tri Triobelisk is even faster than the original Shot Shot Shoot. It also contains an album worth of songs by &lt;a href=&quot;https://triobelisk.bandcamp.com&quot;&gt;Triobelisk&lt;/a&gt;.&lt;/p&gt;

            </description>
            <pubDate>Thu, 01 Dec 2011 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/tri-tri-triobelisk
            </guid>
            <link>
                https://eriksvedang.github.io/tri-tri-triobelisk
            </link>
        </item>
        
        <item>
            <description>
                &lt;p&gt;Shot Shot Shoot was designed when the first iPad came out. It’s a local multiplayer game for two players that plays to the strengths of the unique tablet form factor. The goal of the game is simple: destroy the five squares on the opponent’s side of the board. Maneuver single shots with high precision or overwhelm the other player with massive attack waves — Shot Shot Shoot is a mixture of fast-paced gameplay and deep strategy.&lt;/p&gt;

            </description>
            <pubDate>Wed, 30 Jun 2010 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/shot-shot-shoot
            </guid>
            <link>
                https://eriksvedang.github.io/shot-shot-shoot
            </link>
        </item>
        
        <item>
            <description>
                &lt;p&gt;A watercolour space exploration game made together with &lt;a href=&quot;http://elhuervo.tumblr.com&quot;&gt;Niklas Åkerblad&lt;/a&gt;. Circle the planets, eat stuff and find pieces of art scattered around the universe. Designed as a relaxing experience for iPhone and iPad.&lt;/p&gt;

&lt;p&gt;This game can’t be bought from the AppStore anymore because we haven’t updated it for modern phones and tablets.&lt;/p&gt;

            </description>
            <pubDate>Sat, 01 May 2010 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/kometen
            </guid>
            <link>
                https://eriksvedang.github.io/kometen
            </link>
        </item>
        
        <item>
            <description>
                &lt;p&gt;&lt;a href=&quot;https://www.gamasutra.com/view/feature/132710/creating_blueberry_garden.php&quot;&gt;This article was first published by Gamasutra in 2010.&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;I was a bit reluctant to write this text at first, since I don’t think I’m the best person to pick my own game apart. I’m a creator, and not a game critic, and obviously what I’m going to write about lies too close to my heart for me to really see it clearly.&lt;/p&gt;

&lt;p&gt;Initially I was going to write a regular Gamasutra postmortem, which would have solved the problem to some extent. I could have focused on obvious mistakes such as releasing a game with no saving functionality, ridiculously high system requirements, and extremely limited buying options in today’s video game market.&lt;/p&gt;

&lt;p&gt;I resisted this, though; it’s not what I am interested in. I’m primarily a game designer, and since the rest of the world clearly has moved beyond my level of amateurishness I will just promise to do better in the future and move on to look at the more interesting points of my game.&lt;/p&gt;

&lt;p&gt;When I set out to create the game, I almost completely looked at it as an experiment, or rather two experiments, combined into one whole. First of all, I really wanted to create a game where the underlying world was a working ecosystem. I imagined many creatures with different behaviors eating, mating, dying, etc. – completely independent of the presence of the player.&lt;/p&gt;

&lt;p&gt;Secondly I wanted to see what I could do with the idea of telling a story solely through interactivity, the “holy grail” of our art form. This would include not forcing the player to do anything she didn’t want to do.&lt;/p&gt;

&lt;p&gt;In other words, she would have total control over the actions of the player character. In my mind this meant to not use any cutscenes, descriptive texts, or triggered events – all meaning of the story would have to emerge from the systems of the game (and these systems would have to be general). This would turn out to be a very difficult thing to do, indeed.&lt;/p&gt;

&lt;p&gt;I started the actual production in early 2008 as a part of my final thesis at the bachelor degree Game Design program in Skövde that I went to at the time. As I worked along on my game and people got hold of the trailer and my working version, it became increasingly clear that I could not look at my work as completely academic or self-fulfilling. I realized that people would actually want to play my creation (and even pay money for it – gasp!)&lt;/p&gt;

&lt;p&gt;This of course presented me with some interesting problems, mainly concerning the length of the game. This text aims to look at these two main parts of the game (the ecosystem and the interactive storytelling) in separation to see how well they work on their own. After that I will discuss how they combine into a game and how they represent some possibilities for creating meaning through interaction.&lt;/p&gt;

&lt;h2 id=&quot;the-ecosystem&quot;&gt;The ecosystem&lt;/h2&gt;

&lt;p&gt;The idea of having an ecosystem in a game is naturally nothing new. It has been done many times before and I should have taken a better look at existing examples to be better prepared for the daunting task I had set up for myself. The reason I wanted an ecosystem in the game in the first place was that it’s one of the most interesting and easy to understand real-world systems with emergent properties.&lt;/p&gt;

&lt;p&gt;For some reason it speaks to the human soul that we’re just part of a greater circle of life. Also I wanted to beat Peter Molyneux by putting growing trees into games before he succeeded.&lt;/p&gt;

&lt;p&gt;To make the ecosystem “real” I decided that it had to be simulated in all places simultaneously, without any difference if the camera of the player was there or not. This is something that I think many people that are new to video games take for granted, but gradually learn that ...
            </description>
            <pubDate>Wed, 14 Apr 2010 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/2010/04/14/creating-blueberry-garden.html
            </guid>
            <link>
                https://eriksvedang.github.io/2010/04/14/creating-blueberry-garden.html
            </link>
        </item>
        
        <item>
            <description>
                &lt;p&gt;Slice &amp;amp; Dice is a minimalistic card game designed by me with illustrations by Nicolai Troshinsky. It could be described as a novel take on the deck-building genre. Over the span of five rounds the players build up their troops and fighting power to win treasure in battle. With just two decks of cards and some dice this game is packing strategic and novel gameplay into quite a small box.&lt;/p&gt;

&lt;p&gt;The game is for two players and takes about 30 – 45 minutes to play.&lt;/p&gt;

&lt;p&gt;We’re currently looking for a publisher for the game, &lt;a href=&quot;/contact&quot;&gt;contact&lt;/a&gt; me if you can help.&lt;/p&gt;

            </description>
            <pubDate>Fri, 15 Jan 2010 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/slice-and-dice
            </guid>
            <link>
                https://eriksvedang.github.io/slice-and-dice
            </link>
        </item>
        
        <item>
            <description>
                &lt;p&gt;Blueberry Garden is an experimental game about curiosity and exploration. You take on the role of a creature investigating a mysterious world to find out what is going on there. It’s probably not very much like anything you’ve played before but I hope you will find it enjoyable!&lt;/p&gt;

&lt;p&gt;Awarded with IGF:s Seamus mcNally Grand Prize, 2009.&lt;/p&gt;

&lt;!-- # Released --&gt;
&lt;!-- June 1, 2009 --&gt;

&lt;!-- # More info --&gt;
&lt;!-- blah blah --&gt;

&lt;!-- ## Story --&gt;
&lt;!-- This is a second level headline --&gt;

&lt;!-- ## Art --&gt;
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            </description>
            <pubDate>Sat, 09 May 2009 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/blueberry-garden
            </guid>
            <link>
                https://eriksvedang.github.io/blueberry-garden
            </link>
        </item>
        
        <item>
            <description>
                &lt;p&gt;No More Sweden was a gathering of independent game developers from the
whole world meeting up somewhere in Sweden, making games and partying
for a weekend. At it’s peak, we had around 100 visitors.&lt;/p&gt;

&lt;p&gt;The event was been run by me and Martin Jonasson
(&lt;a href=&quot;https://twitter.com/grapefrukt&quot;&gt;@grapefrukt&lt;/a&gt;) from 2008
to 2018. Read more about it at
&lt;a href=&quot;http://www.nomoresweden.com&quot;&gt;www.nomoresweden.com&lt;/a&gt;.&lt;/p&gt;

            </description>
            <pubDate>Sun, 10 Aug 2008 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/no-more-sweden
            </guid>
            <link>
                https://eriksvedang.github.io/no-more-sweden
            </link>
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        <item>
            <description>
                &lt;p&gt;My old blog posts are still available here:&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://eriksvedang.wordpress.com&quot;&gt;https://eriksvedang.wordpress.com&lt;/a&gt;&lt;/p&gt;

            </description>
            <pubDate>Tue, 01 Jan 2008 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/2008/01/01/the-old-blog.html
            </guid>
            <link>
                https://eriksvedang.github.io/2008/01/01/the-old-blog.html
            </link>
        </item>
        
        <item>
            <description>
                &lt;p&gt;I was born in Uppsala (Sweden) but grew up on the countryside in the
tiny village Haberga. There I roamed the forest and learned how to
play the clarinet, among other things.&lt;/p&gt;

&lt;p&gt;When I was 12 years old our family moved to the west coast of
Sweden. Me and my three younger siblings spent a lot of time making
movies. I also practiced magic but decided to not become a wizard
until my beard was gray.&lt;/p&gt;

&lt;p&gt;In 2005 I moved to Skövde to study game design at the university. My
final thesis was the game &lt;a href=&quot;/blueberry-garden&quot;&gt;Blueberry Garden&lt;/a&gt; which
through its successes allowed me to become a full time independent
game developer.&lt;/p&gt;

&lt;p&gt;Soon after that I was lucky enough to spend five years working with
awesome friends on &lt;a href=&quot;/else-heart-break&quot;&gt;a very ambitious project&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;I lived in Gothenburg for 10 years, but since the summer of 2019 I’m
based in Halmstad with my partner &lt;a href=&quot;http://mariesundberg.com&quot;&gt;Marie&lt;/a&gt;
and our two kids.&lt;/p&gt;

            </description>
            <pubDate>Wed, 05 Jan 2005 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/2005/01/05/about-me.html
            </guid>
            <link>
                https://eriksvedang.github.io/2005/01/05/about-me.html
            </link>
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        <item>
            <description>
                &lt;p&gt;&lt;em&gt;This essay contains some recommendations for where to surf on the internet.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;I’m a big fan of the oldschool kind of homepage — a personal and self-made collection of static pages with lots of little nooks and cranies to explore. One excellent site with excactly those properites is the one of &lt;a href=&quot;http://www.parlettgames.uk&quot;&gt;David Parlett&lt;/a&gt;, renowed games scholar and designer. If you have any interest in board or card games you &lt;em&gt;must&lt;/em&gt; explore his material! Related but of a more encyclopedic nature is &lt;a href=&quot;https://www.pagat.com&quot;&gt;Pagat&lt;/a&gt;, a handcrafted database of card games from all over the world.&lt;/p&gt;

&lt;p&gt;Another great collection of pages are those of &lt;a href=&quot;http://worrydream.com&quot;&gt;Bret Victor&lt;/a&gt;. He has ideas for how to improve math education, user interfaces, and more. His visionary talk &lt;a href=&quot;https://www.youtube.com/watch?v=PUv66718DII&quot;&gt;“Inventing on Principle”&lt;/a&gt; on how software development really should work took the programming world by storm back in 2012, be sure to check that out if you’re interested.&lt;/p&gt;

&lt;p&gt;When on the topic of programming and math — &lt;a href=&quot;https://www.youtube.com/watch?v=kjBOesZCoqc&quot;&gt;this video series on linear algebra&lt;/a&gt; is really cool and accessible. If longing for something less serious the &lt;a href=&quot;https://mathwithbaddrawings.com&quot;&gt;Math with Bad Drawings&lt;/a&gt; blog is also pretty fun.&lt;/p&gt;

&lt;p&gt;For those who plan on travelling the long and winding road that is game programming, the free web book &lt;a href=&quot;http://gameprogrammingpatterns.com/contents.html&quot;&gt;Patterns of game programming&lt;/a&gt; is a good read. The author’s new article series on &lt;a href=&quot;http://craftinginterpreters.com&quot;&gt;how to implement a programming language&lt;/a&gt; is just as clear and enthusiastic. If that sounds like a nice way to spend your time, you definitely should read &lt;a href=&quot;https://mitpress.mit.edu/sites/default/files/sicp/full-text/book/book.html&quot;&gt;the best programming book ever written&lt;/a&gt;. Be warned though, this is a deep rabbit hole that you might never escape. Perhaps you will make something slightly &lt;a href=&quot;http://esoteric.codes&quot;&gt;esoteric&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Oh, and the first (?) wiki is also &lt;a href=&quot;http://wiki.c2.com&quot;&gt;worth a visit&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Now I know I said that I like simple and static websites, but I do read some blogs too — especially those with lots of pretty pictures. My favourites are &lt;a href=&quot;https://www.itsnicethat.com&quot;&gt;It’s Nice That&lt;/a&gt;, &lt;a href=&quot;https://www.thisiscolossal.com&quot;&gt;Colossal&lt;/a&gt; and &lt;a href=&quot;https://butdoesitfloat.com&quot;&gt;But Does it Float&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;In my practice of designing board games, &lt;a href=&quot;https://thegamecrafter.com&quot;&gt;The Game Crafter&lt;/a&gt; has been of tremendous value for producing near-professional looking prototypes. For more general game parts like tokens and blank cards I’ve also enjoyed placing big orders with the German specialist &lt;a href=&quot;http://spielmaterial.de&quot;&gt;spielmaterial.de&lt;/a&gt;. Speaking of board games and craft, these &lt;a href=&quot;https://tetraktis-studio.gr/en/portfolio-item/board-game/&quot;&gt;hand made games from Crete&lt;/a&gt; are really inspiring and I hope to acquire some of their works one day.&lt;/p&gt;

&lt;p&gt;If you haven’t guessed already, I’m pretty into playing cards. The japanese kind (“Hanafuda”) are some of the most beautiful ones and the article &lt;a href=&quot;https://namakajiri.net/nikki/the-flowers-of-hanafuda/&quot;&gt;The Flowers of Hanafuda&lt;/a&gt; explains what flowers they contain.&lt;/p&gt;

&lt;p&gt;Another Asian game that I really enjoy is Go...
            </description>
            <pubDate>Tue, 04 Jan 2000 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/links
            </guid>
            <link>
                https://eriksvedang.github.io/links
            </link>
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        <item>
            <description>
                &lt;p&gt;Here’s a list with some of the places where my work has been exhibited:&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Mediateca Expandica, Madrid, Spain (2009)&lt;/li&gt;
  &lt;li&gt;Art Center Nabi, A.L.I.C.E. museum, Seoul, South Korea (2009)&lt;/li&gt;
  &lt;li&gt;FILE Games, Sao Paulo, Brazil (2010)&lt;/li&gt;
  &lt;li&gt;Mansedanse Play!, Tampere, Finland (2010)&lt;/li&gt;
  &lt;li&gt;Hjärta Spel, Linköping, Sweden (2012)&lt;/li&gt;
  &lt;li&gt;Game Masters Exhibition, Sydney, Australia (2013)&lt;/li&gt;
  &lt;li&gt;Hjärta Spel, Tekniska Museet, Stockholm,  Sweden (2013)&lt;/li&gt;
  &lt;li&gt;A MAZE, Berlin, Germany (2015)&lt;/li&gt;
  &lt;li&gt;Game Masters Exhibition, Halmstad, Sweden (2015)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;If you know of some exhibition I’ve forgotten to list here, please &lt;a href=&quot;/contact&quot;&gt;let me know&lt;/a&gt;…&lt;/p&gt;

            </description>
            <pubDate>Mon, 03 Jan 2000 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/2000/01/03/exhibitions.html
            </guid>
            <link>
                https://eriksvedang.github.io/2000/01/03/exhibitions.html
            </link>
        </item>
        
        <item>
            <description>
                &lt;p&gt;I really enjoy giving lectures, talks and workshops. Here is a list of the ones I have already prepared, contact me for booking and more information. All lectures can be given in either Swedish or English.&lt;/p&gt;

&lt;h2 id=&quot;gameplay-design-workshop&quot;&gt;Gameplay Design Workshop&lt;/h2&gt;

&lt;p&gt;We play the classroom version of my board game &lt;a href=&quot;/interesting-choices&quot;&gt;A Series of Interesting Choices&lt;/a&gt; which is tailored for practicing game design skills — both practical and theoretical.&lt;/p&gt;

&lt;p&gt;2 h&lt;/p&gt;

&lt;h2 id=&quot;how-i-tell-interactive-stories&quot;&gt;How I Tell Interactive Stories&lt;/h2&gt;

&lt;p&gt;A lecture about what makes the storytelling of Else Heart.Break() work. What I set out to do with the game and what I learned from it.&lt;/p&gt;

&lt;p&gt;1 h&lt;/p&gt;

&lt;h2 id=&quot;where-do-game-mechanics-come-from&quot;&gt;Where Do Game Mechanics Come From?&lt;/h2&gt;

&lt;p&gt;A theoretical framework for looking at the game design process. What’s the motivation behind game different types of game mechanics? This question gives insight into the choices made for various games, both classic ones and my own.&lt;/p&gt;

&lt;p&gt;2 h&lt;/p&gt;

&lt;h2 id=&quot;crafting-experiences-in-unity&quot;&gt;Crafting Experiences in Unity&lt;/h2&gt;

&lt;p&gt;A series of workshops on how to make things using the game creation tool Unity. Aimed towards beginners, no prior experience is required.&lt;/p&gt;

&lt;p&gt;1 – 5 occasions, 3 h each&lt;/p&gt;

&lt;h2 id=&quot;designing-slice--dice&quot;&gt;Designing Slice &amp;amp; Dice&lt;/h2&gt;

&lt;p&gt;A participatory lecture where I take the audience through my mental process of designing a 2-player card game.&lt;/p&gt;

&lt;p&gt;1 h&lt;/p&gt;

&lt;h2 id=&quot;the-creation-of-clairvoyance&quot;&gt;The Creation of Clairvoyance&lt;/h2&gt;

&lt;p&gt;A lecture about the asynchrounous computer board game Clairvoyance. I talk both about the design process and the actual production of the game.&lt;/p&gt;

&lt;p&gt;1 h&lt;/p&gt;

&lt;h2 id=&quot;the-technology-of-else-heartbreak&quot;&gt;The Technology of Else Heartbreak&lt;/h2&gt;

&lt;p&gt;A look behind the scenes of Else Heartbreak, focuses on architecture and advanced programming techniques in C# and Unity.&lt;/p&gt;

&lt;p&gt;45 min – 1 h&lt;/p&gt;

&lt;h2 id=&quot;three-games-ive-made-together-with-some-friends&quot;&gt;Three Games I’ve Made (together with some friends)&lt;/h2&gt;

&lt;p&gt;A lecture about Blueberry Garden, Kometen and Shot Shot Shoot where I talk about lessons learned and my journey as an independent game designer.&lt;/p&gt;

&lt;p&gt;45 min – 1 h&lt;/p&gt;

            </description>
            <pubDate>Sun, 02 Jan 2000 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/2000/01/02/talks.html
            </guid>
            <link>
                https://eriksvedang.github.io/2000/01/02/talks.html
            </link>
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            <description>
                &lt;h2 id=&quot;e-mail&quot;&gt;E-mail&lt;/h2&gt;

&lt;p&gt;&lt;a href=&quot;mailto:erik.svedang@gmail.com&quot;&gt;erik.svedang@gmail.com&lt;/a&gt;&lt;/p&gt;

&lt;h2 id=&quot;phone&quot;&gt;Phone&lt;/h2&gt;
&lt;p&gt;&lt;a href=&quot;tel:+46737566716&quot;&gt;+46 (0)73 - 75 66 716&lt;/a&gt;&lt;/p&gt;

&lt;h2 id=&quot;social-media&quot;&gt;Social Media&lt;/h2&gt;
&lt;ul&gt;
  &lt;li&gt;Bluesky: &lt;a href=&quot;https://bsky.app/profile/eriksvedang.com&quot;&gt;@eriksvedang.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;Mastodon: &lt;a href=&quot;https://mastodon.gamedev.place/@e_svedang&quot;&gt;@e_svedang&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;Twitter/X: &lt;a href=&quot;http://twitter.com/e_svedang&quot;&gt;@e_svedang&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&quot;discord-server&quot;&gt;Discord Server&lt;/h2&gt;
&lt;p&gt;&lt;a href=&quot;https://discord.gg/xPQJgrbpDs&quot;&gt;Secret Supermarket&lt;/a&gt;&lt;/p&gt;

&lt;h2 id=&quot;steam-developer-page&quot;&gt;Steam Developer Page&lt;/h2&gt;
&lt;p&gt;&lt;a href=&quot;https://store.steampowered.com/developer/eriksvedang/&quot;&gt;store.steampowered.com/developer/eriksvedang/&lt;/a&gt;&lt;/p&gt;

&lt;h2 id=&quot;board-game-geek&quot;&gt;Board Game Geek&lt;/h2&gt;
&lt;p&gt;&lt;a href=&quot;https://boardgamegeek.com/boardgamedesigner/173250/erik-svedang&quot;&gt;Designer Page&lt;/a&gt;&lt;/p&gt;

            </description>
            <pubDate>Sat, 01 Jan 2000 00:00:00 +0000</pubDate>
            <guid>
                https://eriksvedang.github.io/contact
            </guid>
            <link>
                https://eriksvedang.github.io/contact
            </link>
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