Fiend (2001)
![](https://frictionalgames.com/wp-content/uploads/2019/12/2009-07-screen07.jpg)
Fiend is a a 2D survival horror game greatly influenced on the work of HP Lovecraft. You play as Nick Cane who is sent to the small town of Lauder to see if a mine contains any valuable minerals. Arriving at Lauder you suspect that all is not right with the town and slowly the visit turns into a nightmare.
The game was released in 2001 and took around 2 years of work to finish. The engine is made using the allegro library and has features such as realtime lighting and particles effects.
Unbirth (2004)
A dark adventure game powered by cutting edge game technology. Prepare yourself for a journey through the uncharted territories of your unconscious.
Developed using a state of the art 3d engine called the KPB-Engine, with features currently used by commercial games in development.
Energetic (2005)
![](https://frictionalgames.com/wp-content/uploads/2019/12/2013-11-energetic7.jpg)
The Energetic project aims to enlighten and educate teenagers about the production and consumption of energy within our society. Rather than being an educational game, we hope Energetic can be a fun way to spark an interest in energy consumption.
Energetic plays like a classic platform game, but with an advanced “hidden” system. This system creates a link between the player, world, objects and enemies. All actions by the player affects the world and this requires the player to have a deeper commitment to the game and make sure he/she isn’t neglecting the outcome of his/her doings.
With an innovating control and interaction solution the game-play will remain subtle, with an easy learning curve, yet challenging and fresh. Energetic is a technology demonstration of this idea and can be viewed as a small part of a full game.
Team Members
Thomas Grip: Coding, graphics, game design and level design.
Thomas project report (In Swedish)
Nicklas Mattisson: Graphics, game design and level design.
Nicklas project report (In Swedish)
Jens Nilsson: Sounds, music, scripting, game design and level design.
Jens project report (In English)
Development information
Timeframe: December 20th 2004 – April 18th 2005
Design document: Download (In Swedish)
Special Thanks
Martin Thorzén for helping out with the particle effects.