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.
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.
I recently won the game concept challenge competition which is hosted at the Creative Coast Festival in Karlshamn. This was due to my video game called Guns Guns Guns, which the judges deemed as having potential for being a success and there fore I took home the first place award of 50,000 SEK.
Programming Languages
Knowledge Base
Softwares
Me after winning the Game Concept Challenge
Awards & Grants
I've been awarded the Game Concept Challenge prize twice. Once in 2021 at 3rd place and again in 2024, at 1st place.
The first time my submission focused on visual development. I used Houdini to create procedural tools for making trees, terrain, rocks and buildings. This also included a design document. Outlining the future gameplay and development time.
The second time I submitted a first person, looter shooter, roguelite game and a design document. This contained my playable prototype that had me work with AI, system programming, level design, user interfaces, shaders and a lot more. The game design document contained an in depth description of the game (called Guns Guns Guns) and a detailed market analysis and market viability breakdown.
I was given this grant to start a game development company. I was granted this through submitting a business idea, a detailed budget, market analysis, competence evaluation for the participants in the company. If Arbetsförmedlingen deems capable of executing on the idea you present you’ll receive a grant that funds you for the coming months. This was in 2024.
Projects
Guns Guns Guns - 2024
This project thus far has mainly been programming and design. Making AI, UI, weaponry, movemnet and a lot more using C++ and maintaining a designer friendly approach where I expose certain functionality to blueprints to easily manage creating new weapon components, new artifacts.
This is the game with which I won the Game Concept Challenge award of 50,000 SEK.
Technologies
Stylized Shading
There is also another shader that measures the depth of the scene and draws outlines where the difference in depth is hight. Thereby creating a outlined effect inspired by comic books.
The cliffs are also made using a height based noising technique. Where I create bands based on a stepping function that relies on a gradient. I can then apply noises to the pattern to create a more "detailed" look. I then select random bands and color them based on their gradient value.
Technologies
Cliff Generator - 2024
Through this I'm able to generate the geometry needed to then later manipulate with various noises to get a interesting final look that blends very well into the landscape.
This can be generated directly in any engine that supports Houdini Engine or can export some sort of height map.
Technologies
Cel Shader - 2024
Technologies
Procedural Weapon System - 2024
This means that I needed to create a very modular system to allow us to reuse most of the functionality and not have systems break when not having access to some weird dependencies.
Technologies
Level Up & Card System - 2024
This system also utilized very modular system designs. This is because each card need to be able to be displayed properly. But they also need to be able to work with a variety of different attributes on the player, on enemies and generally in the world.
Technologies
Procedural Cable Tool - 2023
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.
Technologies
Level Editor - 2022
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.
Technologies