
Playing can be a form of communication, of learning, of social interaction, as well as entertainment. From video games to user experience design, from e-sports to gamification, our world is full of games and playfulness.
With an MSc in Games you will become the game creator of the future. Based on a solid foundation of creative, technical, social, and analytical competences, you will realize the playful experiences of tomorrow. By understanding the complex creative process of game production, and how interdisciplinary teams work together, you will be able to make a difference in any project that uses game technology or playful design.
The MSc in Games provides you with theoretical and practical knowledge on how computer games are made, how they create meaning, and how they socially impact us. You will work with some of the world’s leading games researchers, explore cutting edge technologies for their playful potential, and become an expert in how to realize creative projects in interdisciplinary teams. You will learn how to use design methods, analytical tools, critical thinking, and scientific research to drive innovation.
The programme has an international perspective and is taught in English. There will be used cases and examples from both Danish and international organisations.
IT UNIVERSITY OF COPENHAGEN GAMES SHOWCASE
Dark Room Sex Game
“Can I touch your Wiimote?”
http://www.copenhagengamecollective.org/projects/dark-room-sex-game-2/
This is a game that would not be made in the same way today but it deserves to be highlighted for breaking new grounds in 2008.
Dark Room Sex Game is an award-winning multiplayer, erotic rhythm game without any visuals, played only by audio and haptic cues. The game can be played with Nintendo Wiimote controllers or a keyboard.
In Dark Room Sex Game, the player works with his or her partner to find a mutual rhythm, then speeds up gradually until climax. In four-player “orgy” mode, players swap partners randomly and compete to reach orgasm the fastest.
Our idea was that a sex game would in fact be even more erotic if one stripped away all visuals and forced players to use their imaginations. Our hope was to use a combination of humor and embarrassment to make players uncomfortable, yet strangely satisfied. One could view the game as a commentary on the dull fixation on visuals in the spheres of sex and also videogames. Or, you can just view it as an entertaining party game starting discussions.
The game is no longer publicly available for download.
More information: https://en.wikipedia.org/wiki/Dark_Room_Sex_Game
Trailer: https://www.youtube.com/watch?v=uRryeImj4pc
Accolades
Indiecade 2008 “Fun Award”
Credits
Copenhagen Game Collective




Forgotten
https://www.forgotten-game.com
A first-person narrative-rich game about the struggles of living with Alzheimer’s and slowly losing oneself in the familiar surroundings of the home.
Forgotten is a short, IGF-nominated game developed in just 7 weeks. It is currently in development to become a full-length release. You can sign up to the newsletter on our website to follow the further development of the game.
You live out the daily life of a person with Alzheimer’s. As you play you might realize that things are not where you left them, time might have elapsed, and you may not wholly recognize where you are. Family members will visit you, but you might find yourself losing the thread of conversation and losing track of who they are to you. Each day you get to collect pictures to put in a collage to try to make sense of the world around you.
The game explores the feelings of social isolation and confusion that those living with Alzheimer’s experience.
Trailer: https://youtu.be/unik9tAJPyU
Accolades
Yonderplay Showcase Nordic Game Conference 2019
IGF Student Game Finalist 2020
Credits
Marlène Delrive
Creative Lead, Level Design, Visual Artist
Jordy van Opstal
Programmer, Project Manager
Ryan Wright
Narrative Design, Level Design
Iben Truelsen
Research, Playtesting
Daniel Gaard Hansen
Programmer
Preview available here: https://yourdie.itch.io/forgotten






Inkslinger
Inkslinger is a 2D, typing-game tragedy with a visual style that samples 19th-century art for a harsh, Romancepunk setting.
Write letters and speeches for your inkslinger clientele, and get transported into vivid daydreams about your troubled past in the smog-ridden Queendom of Nomania. One after the other, the eccentric inhabitants of Isle Shammer visit your desk at the Wordshop. You have to find the right approach to each paragraph of their letters, depending on the clues they give you. Sometimes, however, these client encounters stir up vivid daydreams. You enter a trance in which a mysterious boy tells you about your past. Piece by piece, a timeline slowly forms, telling you about the tragic events that led you to Isle Shammer.
But who is this boy to you? And what can he tell you about your past?
Game: https://gatewaystories.itch.io/inkslinger
Trailer: https://youtu.be/yJEC-4f_KME
Accolades
IGF 2021 Honourable Mention, Excellence in Narrative
Hamburg Games Conference 2021, Best in Showcase Nominee
Unfold Game Awards 2021, Best Narrative Nominee
Team
Jacob Hvid Amstrup
DESIGN, DEVELOPMENT AND VISUALS
Lucas A. V. Møller
DESIGN, NARRATIVE AND PRODUCTION






Johann Sebastian Joust
Johann Sebastian Joust is a no-graphics, digitally-enabled playground game designed for motion controllers.
The goal is to be the last player remaining. When the music — J.S. Bach’s Brandenburg Concertos — plays in slow-motion, the controllers are extremely sensitive to movement. When the music speeds up, the threshold becomes less strict, giving the players a small window to dash at their opponents. If your controller is ever moved beyond the allowable threshold, you’re out! Try to jostle your opponents’ controllers while protecting your own.
Trailer: https://vimeo.com/31946199
Accolades
2012 Innovation Award, Game Developers Choice Awards
2012 PAX 10
2012 Finalist for Grand Prize and Nuovo, Honorable Mention for Design
2011 Technology Award, Impact Award
Credits
Douglas Wilson
Concept, Game Design, Code, Promotion
Nicklas “Nifflas” Nygren
Sound Effects
Dominique “dom2d” Ferland
Visuals
Jonathan Whiting
Sportsfriends Programming
Nils Deneken
Design Advice & Early Logo Concepts
Andreas Zecher
Website




LAZA KNITEZ!!
https://glitchnap.itch.io/lazaknitez
LAZA KNITEZ!! is a fast-paced jousting deathmatch game for up to 4 players. Teleport to the neon-lit ALL CAPS technofuture and challenge your friends to mind-blowing hypercombat. Fire your laser-lance from a distance, get up close and personal to empale your foes and use 7 different power-ups to your tactical advantage.
The original LAZA KNITEZ!! prototype was born as a game design class final by the Glitchnap team during their first semester together at the IT University of Copenhagen. Built exclusively as a local multiplayer game, the team decided to build LAZA KNITEZ!! its own custom cocktail arcade cabinet using spare parts from IKEA and take it on tour. Over the next two years LAZA KNITEZ!! continued to gather attention from local game scenes in Scandinavia, picking up a couple of awards and nominations along the way.
Trailer: https://youtu.be/eVhZHBxMI_c
Accolades
“Nordic Indie Sensation – Winner.” Nordic Game, Malmö 24 May 2012
“Distortion Street Festival – Official Selection.” Distortion, Copenhagen 1 June 2012
“Best Artistic Achievement – Nominee.” Spilprisen, Copenhagen 18 April 2013
“eSports Showcase – Official Selection.” IndieCade East, New York City March 2014
Team
Joon Van Hove
Developer
Mads Johansen Lassen
Developer
Jonas Maaløe
Producer
Tommy Rousse
Sound FX
Dominik Johann
Art
Niklas Ström
Sound














Stikbold!
Stikbold! A Dodgeball Adventure is an over-the-top action sportsgame with strong resemblance to dodgeball. Stikbold is a glorious and intense sport, which will surely put your friendships to the test with fast-paced, hard-hitting and occasionally hilariously unfair gameplay. Go on an exciting co-op adventure through the charming story campaign, or test your skills against friends and family, in the definitive battle of the living room. Be victorious or go out with a BAM!… and have your revenge from beyond!
Trailer: https://youtu.be/iRfwcMtOrFM
Accolades
PAX10 showcase – PAX Prime 2014
”SpilPrisen” nominee (Showcase) 2014
”IndieCade East eSports showcase” 2014
”Nordic Indie Sensation Nominee 2013” – Nordic Game. 2013
”Best Game Created Using the Unity Engine” – OUYA Create. 2013
”Most Fun Game” – Nordic Game Jam. 2013
”3rd Best Game” – Nordic Game Jam. 2013
Team
Jacob Herold
Business
Martin Petersen
Game Design, Marketing
Anders Østergaard
QA, Game Design
Simon Vestergaard
Programming
Lars Bindslev
Art, VFXs













Stilstand
Stilstand is a haunting and darkly comedic interactive graphic novel following the grim yet hopeful journey of one woman through a summer riddled with anxiety, loneliness, trying to stay afloat in Copenhagen with the help from the shadow monster in her apartment.
‘Stilstand’ comes from Copenhagen based graphic novelist Ida Hartmann’s chronic existential crisis, and is her debut game. ‘Stilstand’ is created in collaboration with Niila Games, an independent game studio based in Copenhagen that strives to make games that challenges and distorts the boundaries of the medium. ‘Stilstand’ is supported by the Danish Film Institute and The Danish Art Foundation
Trailer: https://youtu.be/ewLLaevIzDA
Accolades
PLAY 20 Most Creative Game Nominee
IGF 2021 Excellence in Narrative Honorary Mention
IGF 2021 Excellence in Audio Honorary Mention
IGF 2021 Excellence in Visual Art Honorary Mention
IGF 2021 Nuovo Award Honorary Mention
Team
Ida Hartmann
Director, artist and writer
Anton Forchhammer
Producer
Peter Vestergaard
Gameplay programmer
Lucas Malling
Technical artist
Jonathan Jørgensen
Product manager
Glenn August
Animator
Kasper Hansen
System programmer
Miki Anthony
Producer and technical artist
Andreas Lagerstedt
Audio and sound designer






Tick Tock: A Tale for Two
https://www.ticktockthegame.com
Tick Tock: A Tale for Two is a two-player adventure game inspired by escape rooms where players cooperate and become storytellers. Play together on two separate screens and read out loud to each other in order to solve puzzles.
Tick Tock: A Tale for Two was born as a thesis project at the IT University of Copenhagen in 2016 where Tanja Tankred and Mira Dorthé researched how to create a narrative for two.
Accolades
Winner of “Most Inventive” Google Play Award 2019.
Official Selection for the Indie Megabooth at GDC 2019.
Nominated for the International Mobile Gaming Awards at IMGA 2019.
Nominated for the Innovation in Games Award at Ludicious – Zürich Game Festival 2019
Official Selection for The Leftfield Collection at EGX 2018.
Official Selection for The PAX10 at PAX West 2018.
Nominated for the Most Creative Game Award at PLAY17 – Creative Gaming Festival 2017.
Official Selection at IndieCade Europe 2017.
Nominated for the Sensation Award at Nordic Game Conference 2017.
Nominated for an A Maze. Berlin Award 2017.
Selected for the European Game Showcase 2017.
Selected for Stugan 2016.
Team and Collaborators
Mira Dorthé
Game Designer, Writer, Programmer and Co-founder
Tanja Lind Tankred
Game Designer, Writer, Artist and Co-founder
Troels Nygaard
Freelancer, Sound Designer
Andreas Schönau
Freelancer, Graphics Programmer and Animator
Sara Sofie Pihl
QA Game Tester, Web Editor





