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Karl Andersson

Who am i?

I studied at game design at Blekinge Institute of Technology. During this time I focused on creating procedural tools and systems for my classmates to utilize when creating games. I also learnt to program in Unreal Engine using C++ during this period and combined that knowledge with my skills in procedural workflows to create great systems that could improve an artists workflow drasticaly.

During the second year of studying I won the game concept challenge as a result of using procedural workflows and tooling to create a game concept and a 3D playable prototype that would not have been possible without such tools during such a short time.

Directly after graduating I proceeded to work within the IT consultancy business at a local subsidiary of Consid. During this time I worked mainly with mobile app development. Utilizing Swift, Kotlin and C# to create brand new apps, but also improving and updating old ones.

During this time as a consultant I was also able to put his procedural knowledge to use in order to generate golf clubs for a golfing app called DeWiz. These golf clubs would change shaft length depending on the users height and had functionality for switching out club heads on the fly. 

ProfilBild

Softwares

  • Unreal Engine
  • Houdini
  • Unity

Programming Languages

  • C++
  • C#
  • Python
  • Swift
  • Kotlin
  • VEX

Knowledge Base

  • Proceduralism
  • Non-Destructive Workflows
  • Problem Solving
  • Leadership

Companies

Projects

Procedural Cable Tool

This tool was made using Houdini, Substance Designer and Unreal Engine to enable environment designers to speed up their workflow and enable them to create visually interesting artworks in a industrial setting faster.
To create it I used a non destructive workflow which is inherent when creating tools using Houdini. I then used Substance Designer to create tilable textures for the cables, allowing them to stretch and bend how ever they see fit according the simulation that the tool utilizes to interact with the surrounding environment.

Level Editor

This tool was made using Houdini and pygame. This tool allows a user to create a map layout using a interactive interface. Filling in 2D squares and then exporting that data to generated a seamless level in accordance with the users input.


This tool is a made with a 50/50 split between Python with the pygame library and Houdini and its procedural generation workflows. This allowed me to easily create a system that generates these types of levels.

You could easily replace the walls and floor with any relevant meshes to create a wildly different result that would fit your specific game or other piece of digital media.

Watch on Youtube

Vine Generator

This tool is a made with Houdini It generates vines in a designated area and allows the user to art direct how that growth should occur.

Tree Generator

This tool is a made with Houdini It generates trees inside Unreal Engine.