PiRats

Pi-rats is a 3D, single-player roguelike game for PC made in Unreal Engine 4. I worked on the game as part of a team during a 10 week development process. With my role in the team being mainly AI developer. I designed and developed all enemies in the game including the boss "Captain Kraken". We participated in Gotland Game Conference 2022 with this game. Click the itch page link below for more info and to download the game.

  • itch.io
  • Silver Hauler

    Silver Hauler is a 2D, single-player game for PC where the player takes the role of a conductor trading goods and fighting off bandits. The game was made in Unity and I worked on it as part of a team during a 10 week development process. My role in the team was designing and developing all combat aspects of the game. This included enemy AI and player weaponry. We participated in Gotland Game Conference 2021 with this game. Click the itch page link below for more info and to play the game.

  • itch.io
  • Networked Asteroids

    Networked Asteroids is a networked PC version of the classic game asteroids played by 2 players. The game was made using SFML and written in C++. The project was made using a custom made networking framework. This project taught me how to implement a connection protocol over UDP, server discovery, networked state replication and two common latency hiding techniques. The latency hiding techniques used in this project are: input prediction and entity interpolation. The link below will take you to the projects github repository for more information and the source code for the project.

  • GitHub
  • Behaviour-Trees

    Behaviour-Trees is a simulation made in Unity using C# that implements behaviour trees in the form of 3 different types of AI-controlled agents that act independently. The behaviour trees and all of their nodes were made from scratch and the project therefore taught me how behaviour trees work and how they are implemented. The link below will take you to the projects github repository for more information and the source code for the project.

  • GitHub
  • Pathfinding

    Pathfinding is a simulation made in Unity using C# that implements a Finite State Machine and A* pathfinding in real-time. This project taught me how A* pathfinding works and how to implement it. The link below will take you to the projects github repository for more information and the source code for the project.

  • GitHub
  • About Me

    Born 2001 in Uppsala, I have always been interested in computers and especially games. My passion for programming started in my early teens when making custom content for a private "Realm of the Mad God" server. That passion led me to a degree in game design and programming at Uppsala University, campus Gotland. During my education I became fascinated by AI, since then I have strived towards developing smarter and more seamless AI.

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