Beatrice Söderqvist
Hiya! This is a collection of some of the things I've made over the years, split into three main categories:
Solo projects, in which I did everything* myself including programming, art, design and music.
*Hardly anything anyone has made is 100% solo, so I'm still going to credit the peeps who helped me.
Group projects, in which I did some portion of the work
(described in detail for each project)
Jobs, where someone paid me money to do a thing.
If you have any further questions, feel free to email me at beatrice.emma.soderqvist@gmail.com!
Solo* projects
Instant Ratification
A roguelike deckbuilder about fighting off swarms of rats, I made this
game in the fall of 2024 for a university course. It got second place in the
LiU Game Awards of 2024, and I had a ton of fun developing it! This is the first major godot C# project I started
(I made the switch from Unity), and as a result I leaned maybe a bit too much on the C# part rather than Godot.
Still, the C# code was a noticable improvement from It's Checkers Mate.
*Since this game was made for a university course, it involved a bit of coaching since the whole point was
to learn new things. Still, nobody else touched the code or artwork.
Play the game here!
It's checkers, mate
This was my first every large game project (large as in longer than a jam). I made it over a couple of months
during a study break, and as most first projects, it is beyond overscoped. I tried to make a dialogue
system, an
adaptive soundtrack, several language settings, my own font, and a chessbot that can play chess, checkers, shogi,
backgammon,
sudoku, ludo and battleship simultaneously. Predictably, it never left the open beta stage. Still, I did end up
finishing most of it, and I even play a simplified version in real life on occasion (all you need is a regular
chess set)!
*A friend of mine made a couple commits to the code, because we tried to turn it into a group project
after I
finished the prototype. Sadly it didn't stick and I finished the vast majority of the game on my own.
Play the game here!
Banana Split
In early 2026 I started work on a game where with one hand you're playing a bullet hell roguelike, and with the
other you're playing a typing game. It's about as hard as it sounds, and also not complete. I spent a lot of this
project on learning smoother animation, making a more consistent palette for the game, creating code with better
separation of concerns, and seeing what I can improve from Instant Ratification.
*This is probably the most solo of my projects, since nobody else touched the codebase, and this wasn't
part of any university course.
Unfinished, but you can download it here if you wanna give it a
go!
Group projects
WikiWeaver
Wikipedia races are the act of getting from one page to another by only clicking links. Wikiweaver is a tool we
built to visualize those paths in real time! For this project I worked mostly on the frontend, designing the
website and graphing system
Website is currently
down, but you can get the extension here
Ratalie's ratical ratventure (a Rat-like)
This is a game boy advance game that we made in 48 hour game jam. It runs on a 3DS (since it has GBA capabilities
built in), but we didn't go through the effort on getting it to run on an actual GBA. For this project I made the
music, designed the gameplay, and helped prioritize what we do as a team.
Pizzagami
A portmanteau between Scorigami and Pizza, Pizzagami is the art of finding a pizza with a combination of toppings
unique to its pizzeria. This was a collaboration between me and my friend, so I did a little bit of programming,
but
mostly I worked on the presentation and decided what data we should compile. I also hand wrote a database of 44
pizzerias in Linköping, to ensure that ingredients all translated correctly.
You
can find the presentation here...
...and the codebase here!
Jobs
Drive Mad | Fancade
I worked as a freelance level designer for Fancade AB, making levels for Drive Mad within Fancade's own engine
(confusingly also named Fancade). In
the end I made 85 levels for the huge world update, 48 levels for Drive Mad Versus and 10 levels for Gobble. Most
of the design was focused on quick player onboarding and utilizing level ideas in many different ways, to both
save on production time and to give a more cohesive experience compared to previous Drive Mad updates.
Play Drive Mad here
Pistonica | Cutting Corner Games
I worked as a C# and shader programmer at CCG for a while, mostly on bugfixes and trying to give the game a bit
of a
visual lift (smooth terrain transitions, weather changes, wind shaders etc.). I also worked on the early game
resource progression and player onboarding.
Play pistonica here