Find the Gnome 2 – Portfolio


While developing the original Find the Gnome I tried to do it all on my own. I did publish the game in 2018, but I was not satisfied. Fast forward to 2021: I wanted to revisit this game and incorporate the idea’s and learnings I got as years came by.

I got in touch with a few artists that wanted to help me out. To pay for them I have another job in software consultancy where I spend my majority of hours (and concentration) on. I spend at least 1 day a week on the production, art direction, game design and coding of Find the Gnome 2.


Its a hidden object game where you have to find garden gnomes in low poly diorama’s. These gnomes hide behind or in objects. And you have to catch all of them in a level to complete the level and continue.

The official game page is on and you can find it on Steam

The main gameplay consists of the player interacting with the environment, in the hopes to see a gnome. This gnome can then be caught by clicking on it. This in turn will dispatching a drone. There are multiple ways the gnomes interact with the environment and/or drone, to stimulate emergent behavior.

The story is told by showing cartoons with a parallax effect. These cartoons give purpose and answers the ‘why’ to make the world feel more immersive.

There is a map scene where the player can replay the levels. This map also is themed correctly to help with immersion.

All the assets, levels and cartoons are hand-drawn. Repetition is kept to a minimum.

There are 4 themes with 3 levels each. Each theme has an introduction cartoon. Each theme has a collectible set with a ‘completion’ cartoon.

The levels start small and increase in size. With the advancement of levels, the complexity also increases.

My part

I worked on this from Spring 2021 up to now. The main release was on 12 December 2022. Currently I am releasing regular updates and improvements.

I post regularly blog updates on my progress of this game, you can find them in their category.

My part of the game development:

  • Production (Planning, budget, talent procurement)
  • Marketing (Blogging, Steam page)
  • Art direction (Inspiration and providing rough guidelines for concept artist/cartoonist, same for the modellers, keeping art consistent between different people and different art forms)
  • Team management (Workflow management, tracking tasks, slicing up work, delegating work)
  • Game design (Designing and implementing all mechanics, balancing difficulty, importing all assets, scripting)
  • UI (mainly implementation, but did supply artists with directions on theming, genre specifics, accessibility)
  • Architecture (Additive scene loading, game flow state machine, consistent event flow, load/save level state on saveslots, combination of ScriptableObjects to feature easy component based systems, using DI framework)
  • Technical support (Azure DevOps Build server, multiple build types and targets, automatic QA and Steam releases)
  • Bugfixing (Processing QA testresults and bugreports)

I worked together with a few people on this title. Since I am the one paying for their services its a bit harder to judge them, but I tried to keep them as independent as possible. I first established the amount of responsibility and freedom they needed to get the best out of our relationship, and then provided them with input and boundaries. For example: I tell what I want, listen to what they bring to the table, incorporate their idea’s that match my vision. Most of the time up to 50% of the idea is mine, 50% or more is theirs. If they produce something that is within the boundaries I did set, of good quality and consistent with their other works: it gets approved. This way the ownership of the product is shared and their work is valued more.

Freelancers that helped out on certain parts of the game:

  • Meinder: concept artist (mainly for level designs), storyboard, cartoonist, UI illustrator, Steam page assets illustrator.
  • Syoma: diorama modeller (all levels).
  • mac7ua: character models and animations, (almost all) map scene assets, chicken AI.
  • Tobias Weiss: music and sounds
  • Roan: QA testing.

Random order, tooling used

  • Unity
  • Azure DevOps: projectplanning and automated build pipe
  • Steam steamworks
  • GIT: sourcecontrol
  • Blender


Steam (and I) are still learning…

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