I'm a gameplay programmer and technical designer, working in the space between design and engineering to create engaging gameplay.
I love the process of ideating, prototyping and problem solving, but I'm comfortable taking on a strictly programming or production-oriented role. I can help design and implement gameplay systems, take features from prototype to production and support cross-discipline development.
I'm also one half of The Notlanders, an indie studio I co-founded in 2024.
Real-time ray tracer built with Vulkan ray tracing extensions that I wrote as a graduation project at Futuregames. The project started out as a general purpose game engine with a forward renderer.
Features include: free camera, mirror reflections, skyboxes, lighting, alpha cutouts, loading .obj models and .mtl materials.
GitHub
Around the end of 2024 I really wanted to try my hand at teaching, so I decided to pick a difficult topic, research and teach it. This turned into "Intro to SIMD", a one-off lecture I first gave to my peers at Futuregames and next year again as part of Engine & Tools course at Futuregames.
I've immensely enjoyed the process of creating educational material and teaching, and I'm hoping I could do that again in the future.
SlidesIndomitable is a boss-rush game where you play as a skilled fighter captured and forced into gladiatorial combat.
I developed the boss enemy AI, using context-based steering for navigation and behavior trees for decision-making.
Play on itch.ioDaidala is a tower defense game in which you are tasked with protecting the Minotaur at the center of the labyrinth.
As lead programmer, I implemented most of the core gameplay systems, including trap placement, dialogue system, and much more.
Play on itch.io
A tiny indie studio I co-founded together with Martin Zetterman in 2024. I act as the principal programmer on the team.
We're currently developing out first commercial game.
Website