Game project: LAUGARDAGR
Click here to Check out the game on itch.io
✦ Engine
Unity
✦ Platform
Windows PC
✦ Year
2025
✦ Role
Gameplay and UI programmer, material artist
A game about Laugardagr
In this game, you play as a Viking man getting ready for the day on Laugardagr through bathing, dying and combing out your hair and beard, and putting on freshly laundered clothing.
We pulled references and inspiration from historical books, poems, and photographs of ancient Nordic and Viking artifacts and sites. Sources listed on the itch.io page.
♨️Team Clean♨️
💻inann - Programming, Game Design
🎧Christian - Audio Design
💻Hikari - Gameplay Programming, Materials, UI Programming
🎨Katlynn - Environmental Design, Illustration
🎨Miranda - Character Art, Concept Art, UI Art
Bathing Minigame + Materials
I scripted the bathing and hair dying minigame, timer, UI buttons, created the materials for the art assets, created the water, bubble, hair poof, and sparkle vfx. We learned during our research phase that dye and lye mixtures were used to add color to or bleach facial and head hair by the vikings, To simulate this, I added a dynamic parameter to control the color of the hair material but clamped it to ensure that the color remained within a realistic range.
To make the mud material be able to get washed off using the bucket, I used a lerp function to have the material go from full opacity to zero opacity, passed through a procedurally created noise map in Substance Designer. Collision settings were set so if the bucket is activated outside of the character’s collision, the mud would stop washing away.
A similar setup was created for the grime to be washed off with lye soap, to simulate suds cleaning away the caked-on dirt beneath the mud layer.
Certain conditions were set to trigger the various VFX, such as hitting a certain cleanliness level for the sparkles, activating the bucket with right click for the water particles, and the comb and lye soap colliding with the player collision for the hair poof and bubbles.
Mimir text system
Throughout the game, Mimir’s dismembered head appears to guide the players through the next minigame, deliver minigame results, or drop some lines related to Laugardagr.
The text system was set up to automatically adjust the size of the font based on the size of the box, have a togglable feature to print one letter at a time, and it was paired with a fade to/from black system to handle screen transitions.
The same text system was used for all other text blocks in the game.
Minigame scoring system
I contributed the results delivery system, which used the Mimir text system, along with the star scoring which assigned a score based on the cleanliness level and displayed the appropriate number of stars. Sound effects were tied to this system using Unity’s Audio Mixer system.
If you failed the minigame, Mimir will not allow you to go to the next dressing minigame.
BTS: Early Prototype
This is what the game looked like at around the 16 hour mark.
It’s fun to see all of the temp art, texts, and audio!