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Jonas Sandstedt

XR Game Developer

Games

Loop One: Done

Loop One: Done is a mixed reality automation game where you record loops with drones and robots, turning your play space into an efficient automated factory. Or just make a big mess, it's up to you.

This is my first solo dev project, where I make everything myself (design, art, music, programming, writing, marketing etc).

The game will soon release in early access on the Meta Quest platform. Wishlist and sign-up to my mailing list on the site:

Read more about Loop One: Done

Arcade Sundown

By The Fully Arcade

A lilliputian pinball dribbler where you are shrunk down and run around with a pinball in lively, short matches.

I did things like lighting, shader programming, art & animation-guidelines (Technical Artist), but also programming, ported to SteamDeck, modelling, texturing, testing and promoting.

Buy on Steam

Mobile games

Bootleg, jump ladders and destroy joysticks

During my 8 years in indie game development, I have created a lot of small casual mobile games (9 to be exact) together with the Swedish indie game studio Ghoulsoft in our spare time. Some got killed directly when the KPIs wasn't good enough, and some was very well received by a dedicated crowd (like Bottle Empire). I have also worked at a AA mobile studio called Nørdlight making a Rubik's cube game.

See all mobile games
Overview of the board in Bottle Empire

+ Some other games that I worked on

  • Planet of Lana: Released on Xbox and Steam 2023, later also on PS and Switch. I helped this award winning game in it's early stages making the prototype and helped the team getting started, as none of the original team had made a game before. I also helped with some testing and did some voice over acting for the town in the beginning of the game. Studio: Wishfully/Fully Studios
  • LetterMe: Together with Undone Games, we at Fully Studios helped made this multiplayer mobile word game, released on iOS and Android in Mars, 2023. I was in charge of the frontend programming in Unity (writing shaders, animations, UI, game logic, input handling etc), but also dipped my toes in some serverless programming though Microsoft Azure and PlayFab for the game's multiplayer system. Studio: Fully Studios
  • Ahlgrens radiobilar: A web based physics based knock-them-out game for the candy maker Cloetta and the amusement park Liseberg. I was in charge of the the programming and game design. Studio: Fully Studios

UI in XR

Sixteen - A 3D low-poly font

Why are almost all fonts used in VR/AR flat?

Sure you can use shaders to generate a depth with regular fonts, or create a high-density mesh for each symbol. But on a VR headset using a mobile chipset, like the Oculus Quest, that will take a bit too much performance. So what if you had a font that has a really small footprint, and also looks cool in 3D?

16 vertices, exact, and a max limit of 32 triangles per symbol, that's the technical limitations I gave myself to create this futuristic low-poly font.

See the entire font here

XR menus when using hand tracking

Making navigation enjoyable

In my game Drone Delivery, I wanted to create an easy navigation for saving and loading a world and changing settings and most important, quick access to stats and tools for your constructions. Nothing too complex at a first glance. The problem here is that we only have your physical hands as controllers. And last time I checked, my hand didn't have a menu button.

On the Quest you have standard gestures, like pinching with your left hand while turning your hand towards your face, and holding that position for ≈ 3s, but that's starting to get annoyingly slow after a while.

Coming soon

Experiments


Music


Was just suppose to test an old mallet instrument pack in Ableton named Orchestral Mallets, but ended up writing an entire song.

"Färd" is the theme song for the game "After The Fire", a short game about friendship and playing in the snow. Made during Global Game Jam 2022.

Game Jams