Specialized in Gameplay Systems, AI Programming & C++ / Unreal Engine 5
I am a Game Programmer student at Futuregames in Stockholm, with a background in Digital Game Design. I have hands-on experience in Unity, Unreal Engine 5, and C++. My passion lies in building scalable gameplay systems, intelligent AI behaviors, and solving complex technical problems in collaborative team environments.
Developed a dynamic, grid-based procedural dungeon generation algorithm in C++. Engineered automated room and corridor routing systems. Integrated an Action Stack AI using C++ AIControllers and dynamic NavMesh bounds for real-time enemy pathfinding. Graded "VG" (Very Good).
Focused on UX and visual feedback. Developed a Dynamic HUD (RPM, Nitro, Speedometer) bridging C++ data with UI. Implemented a custom C++ engine sound system modulating pitch based on RPM, and persistent music via Game Instance.
Designed a modular Quest System using Data Tables and C++. Developed a Game Progression Manager for handling persistent player stats and inventory.
Implemented 3 distinct enemy AI types using Behavior Trees and custom C++ AIControllers. Optimized performance with object pooling for enemy spawning.
Optimized collision simulation from 5 FPS to 60+ FPS using a Spatial Hash Grid, reducing complexity from O(N²) to O(N).
Adapted custom shaders with Blinn-Phong lighting from OpenGL to Unity, demonstrating low-level graphics programming skills.