Selected work
Ego clashAI project / Art direction / Sound Design
Ego clash project

Egoclash

AI project / Art direction / Sound DesignSelected workMattias Husser

Big egos. Small pixels.

A running joke about my dislike of Microsoft became a personal mini web game. Inspired by the car-smashing bonus stage from Street Fighter II, Ego Clash turns familiar tech rivalries into a playful pixel world.

I used AI to explore the artwork and develop the game, directing its visual identity, characters and small details along the way. I also reworked an AI-generated music draft into the game's final soundtrack and sound design.

The game was playable in a weekend. Over the next two weeks, I gathered feedback and refined the details, gameplay mechanics and overall feel through countless iterations. By the time V1 was ready to launch, it had reached around version 120.

Project
Personal project
Date
2026

The original idea

What if the car was a logo?

I remembered the Street Fighter II bonus stage and thought: wouldn’t it be fun to destroy a Microsoft logo instead? Then came the different eras, changing logos and characters. The first test worked well enough to make me want to go further. A small joke suddenly had a world to build.

An arcade memory, three Microsoft eras and a very personal choice of target.

Art direction and the pixel world

One joke. A whole pixel world.

AI helped me try out characters, poses and environments quickly. My work was in choosing what belonged together and refining it: a shared pixel language, recognizable silhouettes, the right expressions and movement. As the Microsoft eras took shape, I added three bonus rivalries. That felt like enough to keep the idea focused.

Pixel animation sheet of Steve Jobs walking, throwing apples, crouching and celebrating by eating an apple.
Steve Jobs in 1987: movement, combat and celebration, refined at arcade scale.
Pixel animation sheet of Franz walking, throwing a metal ball, crouching and celebrating.
Franz: movement, metal-ball throws and celebration for the Cybertruck bonus level.
Six pixel-art stages: a garage, two Microsoft campuses, OpenAI offices, a server farm at night and a Tesla factory.
Six pixel-art stages: a garage, two Microsoft campuses, OpenAI offices, a server farm at night and a Tesla factory.

Easter eggs

A little reward for paying attention.

Steve throws apples at the logo and takes a bite to celebrate. Clippy becomes a problem. Familiar lines and small references reward anyone who shares my affection for tech and film Easter eggs. One of my favourites is the Cybertruck window crash, with its surprise Terminator-inspired final boss. And if you remember the Konami code, it might be worth a try 😉

Franz kneels before a chrome robot outside a burning Tesla factory in the Terminator-inspired finale.
The Tesla finale. A simple demo takes a cinematic turn, with an unexpected final boss.
Clippy in two sizes, login and update pop-ups, and a stack of retro error messages.
Small references and playful surprises reward a closer look.

The mobile experience

Made for touch.

Bringing the game to mobile meant rethinking the layout and making room for touch controls. I refined the landscape interface, button placement and feel by playing, adjusting and playing again.

Landscape phone showing Tim facing a Microsoft logo, with direction arrows on the left and a Hit button on the right.

What started as a joke about Microsoft, mixed with a little Street Fighter II nostalgia, turned into a surprisingly rewarding creative experiment. Building Ego Clash with AI became a hands-on lesson in game development, from refining character animations and balancing difficulty to hiding Easter eggs and making everything work across devices. Countless iterations later, it was a reminder of how rewarding it can be to turn a simple idea into something real, learning along the way.

And as the final screen says, “It won’t change anything but we had fun.”

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