I'm Oliver — you can also call me OliFrys!

I'm a game and software developer. On this site, you can find my blog and an about section to get in touch. Feel free to have a look around!

Below are some projects I've worked on — my portfolio of sorts ;)



How do you procedurally generate cool castles for video games? This was the question that me and Jakob Ehlers explored in our project Evolving Castles in Difficult Terrain using Quality Diversity.

Instead of using handcrafted castles, our approach evolves them using a technique called Quality Diversity (MAP-Elites). Each castle is represented in our own grammar and is evaluated by a combat simulation, where attackers tries to breach the gates of the castle and reach the keep. Castles that survive for longer get a better fitness score. To achieve this, castles can utilize terrain features, such as lakes, rivers and mountains.

To avoid just finding a single good enough solution, the castles are organized along behavioral dimensions, meaning the we explore a wide range of diverse, yet high-performing solutions.

The goal of the project was not to eliminate the need for designers, but to support mixed-initiative workflows, where the AI can be a source of inspiration for the designers.

You can check out our code on in this repo and our report.



For the course Game World Design, I was part of a group of 6 people, who created this nostalgic mystery point-and-click detective game, about a bored kid talking to horses and solving mysteries.

I primarily worked on narrative design and level design and sound design, which was very enlightning and a lot of fun. I couldn't quite resist also working on some of the technical aspects of the game, such as localization (they speak Danish too!) and implementing the audio. We also reused parts of the dialogue system from one of my other projects Duster Buster.

Try it out for free on itch!

I was interviewed for an article about the game by the Danish gaming magazine Arkaden.



During the course Making Games, I was the Technical Lead on the game Duster Buster: A Pixel-art rogue-lite adventure blending horror and humor. Players take on the role as a cleaner hired to clean a big, run-down mansion filled with furniture-monsters. The game's quirky take on both combat, character-building, and cleaning, along with a lighthearted story, makes it approachable for casual players, while still somewhat challenging for advanced fans of the genre.

I gained valuable experience with managing a technical department, integrating GitHub actions and LFS, as well as laying the foundation for a reasonable software architecture.

We got featured in a Gamereactor article about the most interesting games at Copenhagen Gaming Week 2025.

Try it out on Itch and wishlist on Steam!



During the first semester of my Masters in Games, I took the course Making Games. In the first half of the course, we made a prototype every week. Below are some of those prototypes.


Making Games Under Pressure Cover Image

For this prototype, we had to make a game within a few days, where it had to be under the theme "Danish Weather". Naturally, we made a game about walking through rain, snow and sun to get to your "Making Games" course, before all the seats were taken. I worked as the programmer for this project, and learned the value of working quickly and efficiently to get a prototype working in just a few days.

You can try it out for free on itch!



For this prototype, we had to take another game's core mechanic and demake it, meaning make a simplified implementation it. We had to use the game engine "Puzzlescript". I decided to remake Super Hot's game mechanic of "time moves only when you move." You can try it out on this link!

Controls: Move with WASD, shoot with Space or X

Kinda Warm Cover Image


For this prototype, we had a writing workshop - hosted by Charlene Putney. The task was to create an interactive story with the tool Twine. I made a story about cute animals and jealousy. Check it out on my itch.io page!