

Role:
Platform:
Year:
Product Owner
PC / Steam
2024
Engine:
Team Size:
Unreal
10-12
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Fleshbound is one of the most impressive student games I've seen, and I've seen hundreds over my time teaching, mentoring, and reviewing student portfolios. The team united around a vision for the game, and pulled it off masterfully!
- Bretton Hamilton, Design Director at Chief Rebel
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Overview
FleshBound is a fast-paced, demon-slaying, first-person action platformer with a unique “splatterpunk” aesthetic.
Developed over 7 weeks at FutureGames, the game offers 15–20 minutes of high-intensity gameplay with significant replayability. Players navigate a living prison in hell, utilizing abilities like dash, wall-run, and grapple to traverse dangerous environments and combat vile demons.
Awards & Recognition
Swedish Game Awards 2024
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Winner of Best Design
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Winner of Best Audio
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Nominated for Student Game of the Year
Futuregames Awards 2024
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Winner of Best Design
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Winner of Best Audio
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Winner of the Judge’s Choice Award
Key Features
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Dynamic Traversal Mechanics – Grappling hooks, wall-running, jump pads, and gravity inversion to enhance movement.
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Unique Aesthetic – A “splatterpunk” visual style inspired by punk, horror, comics, and classic FPS games.
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Intense Soundtrack – A high-energy industrial metal and techno score to complement the fast-paced action.
My Contributions as Product Owner
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Vision & Direction – Defined the game’s core experience, ensuring design, art, and gameplay aligned with a cohesive vision. Being fond of alliteration, I formulated our design pillars as Velocity, Visuals, and Viscera.
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Team Leadership – Led a multidisciplinary team of 12 members, facilitating communication between designers, artists, and programmers.
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Prioritization & Scope Management – Balanced ambitious design goals with a tight 7-week timeline, ensuring key features were polished while maintaining scope.
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Stakeholder Communication – Acted as the bridge between the development team and external stakeholders, incorporating feedback and aligning project goals.
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Quality & Playtesting – Oversaw playtesting sessions, gathered feedback, and guided iterative improvements to enhance player experience.
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Marketing and Communication - I put together all marketing materials that were handed out and the marketing props displayed at various venues, including the Swedish Game Awards showcase event. I also held all presentations of the project, including a pitch presentation at "The Great Winter Pitch" at indie game organisation The Great Journey in Karlstad.
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Steam Integration - After production was done and we wanted to release the game on Steam, I set up the Steam page, added 12 achievements to the game, integrated leaderboards, and also added game controller input to all menus.
Challenges & Solutions
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Time Constraint – A 7 week project required strict managing of scope by prioritizing must-have features while maintaining a high level of polish within the short development window.
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Capturing the Vision - In order to quickly unify the team around the vison of the game, the first thing I did in engine was to create the tools for communicating our aesthetic by building the outline post processing shader and adding our concept art as objects in a default test level. Seeing the rough visuals early on quickly made the team be on the same page.
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Mechanic Integration – Worked closely with designers, artists, and programmers to ensure seamless interaction between traversal mechanics and aesthetic, iterating based on feedback.
Outcome
FleshBound received 5 awards at the Swedish Game Awards and the Futuregames Awards. It was successfully released on Steam on January 3, 2025, and has since received > 110 reviews with a Steam score of "Very Positive". The game is praised for its fluid mechanics, distinctive aesthetic, and engaging gameplay.
At time of writing, FleshBound has had > 8000 unique users with more than 55800 licenses issued. A large amount of videos of people playing have been uploaded to YouTube and there is a sizeable active speedrunning community.