Gorm Lai

Gorm Lai

Independent Game Maker
Senior Contract Programmer
PHD Student @ Goldsmiths
Co-Founder @ Nordic & Global Game Jam

I have worked on 16 commercial games, since I started working in the video games industry in 2004.

Fugl

Platform Role Developer Publisher Year Released
Windows, Mac & Linux (via Steam, itch.io, Humble), Oculus Rift. Android / iOS and others coming soon. Programmer (C++) and Game Designer. Team Fugl Kotori Studios September 2017 (Steam Early Access), July 2019 (Oculus)
Feel the breeze under your wings as you glide serenely across wonderful landscapes, or kick up the excitement and soar down steep cliffs. With no set rules the free roaming gameplay let’s you discover the unspoilt beauty and secrets of the world at your own pace. Fugl’s endless and ever changing world is a vast and unique voxel playground. It is procedurally generated yet carefully crafted, with diverse areas to explore. Discover hundreds of animals inhabitants, and absorbe their characteristics.

LIMBO

Platform Role Developer Publisher Year Released
I worked on MacOS / Android. The game is available on numerous other platforms. Porting programmer (C++). PlayDead N/A Initial mac version, winter 2010/2011, then 64-bit update in the winter of 2018/2019. Android Q3+Q4 2019
LIMBO is probably the most high profile indie game I've worked on.

Dumping Ground: You’re the Boss

Platform Role Developer Publisher Year Released
iOS, Android, Web Programmer (Unity). Somethin' Else CBBC Early 2015
I've worked on this game, during a very intense period of my life. Most of my work was focused on accessibility.

M.U.L.E. Returns

Platform Role Developer Publisher Year Released
iOS / Android Game Designer & Programmer (C++ / Objective-C / Java). Kotori Studios Comma 8 Studios Winter 2013
M.U.L.E. Returns was a licensed port of the original game M.U.L.E.

Cell Invaders

Platform Role Developer Publisher Year Released
iOS / Android Game Designer & Programmer (Unity). Kotori Studios (Android), Cool Cherry Trees (iOS) Royal Society Winter 2013
This was less of a commercial game, and more of a chance to commercialise a game jam prototype, as Robin Baumgarten, Benjamin Donoghue and myself won a game jam sponsored by the Royal Society.

Mashtun

Platform Role Developer Publisher Year Released
iOS Programmer (Objective-C). Somethin' Else Chivas Regal Early 2013
5 networked party games packaged as one app, made as part of a campaign for Chivas Regal.

Mission

Platform Role Developer Publisher Year Released
iOS Programmer (Objective-C). Somethin' Else Universal Late 2012
Mission was the very first game, I worked on after moving to London. It is a combination of a quiet adventure game and a hidden object game. It was made a part of an advertising campaign for the opera singer Cecilia Bartoli, who made an album with the music of Agostino Stefano. In the game, you play the role of Agostino Stefani as a court investigator.

Feng Shui

Platform Role Developer Publisher Year Released
iOS Game Designer & Programmer (Unity). Red-Shirt Consulting Digital UFO 2010 (Investor Prototype)
Feng Shui was an investor prototype I was part of making, that we made for a Chinese client. In the game you can get a feng shui score as you furnish your house.

Danish Championships in Sun Bathing

Platform Role Developer Publisher Year Released
Flash / Web Game Designer & Programmer (Flash). 3 Lives Left Danish Radio and Television Corporation Summer 2008
Danish Championships In Sunbathing was our first contract job as a company after I co-founded 3 Lives Left ApS. The basic concept was still ok I think, but it was an absolutely botch-job as far as project management goes.

The Ark

Platform Role Developer Publisher Year Released
Flash / Web Game Designer & Programmer (Java). 3 Lives Left N/A 2008 (Funded but never published)
We got funding from the Danish Film Institut (DFI) for this squad-based tactical rpg. It had a look I felt a bit uncomfortable with in the beginning, but it quickly grew on me. Unfortunately, we ran out of money before we could finish the game.

Faith and a .45

Platform Role Developer Publisher Year Released
PC / Xbox360 / PS3 Engine programmer (C++), mostly focusing on core engine systems. Deadline Games N/A Never released (2008)
Faith and a .45 was a co-op cover shooter and the first game I worked on with AAA ambitions. Unfortunately, it never found a publisher. I know it is also just cover art and the times were different back then, but the main characters do look a bit too much like Sophie Ellis-Baxter and Benicio Del Toro for my taste :D.

Unannonuced PS2 Title

Platform Role Developer Publisher Year Released
Playstation 2 Engine programmer (C++) Deadline Games Electronic Arts Never released (2007)
As so often happens in video games, you work on a game for a while, only to have it cancelled. This also happened to me, when working on this PS2 title at Deadline Games. One day, the publisher Electronic Arts pulled the plug, and we turned off the PS2 Devkits. I was then moved back to my old project (Faith and a .45 described further up), which unfortunately never saw the light of day either...

Yahtzee, Cruise Control, Sudoku, Pool

Platform Role Developer Publisher Year Released
OpenTV (set top box) Game Designer and Programmer (C++ / OpenTV) Craftwork ApS BSkyB 2005, 2005, 2005 and 2004
My first job in video games was with Craftwork making games for set top boxes. Unfortunately, no reference are available to these games on the internet anymore. They can only be found via the wayback machine. I am not even sure if Sky still have them on their service, but my guess would be no.

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About

Currently a late-in-life PhD Student at Goldsmiths, focusing on A-Life, Evolutionary techniques, modelling, animation and rendering.

I am an experienced senior graphics & game engine programmer, with a swiss army knife certificate in cross-platform development and experimental game development. I have worked on 16 commercial games since 2004; among them the multiple award winning LIMBO as well as 2015 BAFTA winner The Dumping Ground.

Besides video games, my portfolio includes virtual reality, a few interactive installations and non-game applications. I am a cross-platform specialist, and have just in the last couple of years, helped bring games to Windows, OS X, Linux, iOS, Android, Oculus Rift and more. Going back, I have worked on most modern platforms (Xbox 360/PS2/embedded devices/ etc).

I am very interested in experimental game development, and have co-founded the Nordic Game Jam as well as the Global Game Jam.