Miscellaneous Work


Swing & Reel Prototype

Development Time: 2.5 Days


Gameplay Programming

Click Here to download the executable. 

  • About 90% made in C++ and with the rest is easily transferable to C++. 

  • Swing Mechanic where the player can in the air hook to a Swing Point and swing from it and effect the momentum with input.  

  • Reel Mechanic where the player from the ground or air can Hook to a Reel Point from a great distance and reel straight to it and get a boost of velocity as they reach it. 

  • Interaction System using interfaces where different types of interactable types can have different interactable Minimum and Maximum Range using one trace. 

Showcase of Swing & Reel
Movement & Interactions
Swing Component

Inventory System

Development Time: 5 Days


Click Here to view  the Documentation & Controls.

Click Here to Download Executable.

  • Inventory System similar to Breath of the Wild where it is a sub menu inside of the pause menu. The player can quickly scroll through the slot pages using the scroll wheel when hovering over it, or click on the slot page they want to go to. 

  • Inventory Features Sub menus for the different Types of Items such as Weapons, Shields, Armor and Materials. 

  •  Slot pages can have different amount of slots. More can be added in runtime, for instance if the player gets a Power-up. The slot pages automatically sorts every time it opens. 

  • Items each have their own Prefabs and class that inherit from an Item Base class, so custom logic can be added. 

  • The Item Manager automatically gets all available Item prefabs from a folder and sorts them so we can easily get an items information by its ID, such as what prefab that needs to spawn, what type etc. 

Note that the items are merely placeholders.
Inventory Sub Menu
Item Manager

Hook & Tether Prototype

Development Time: 3 Weeks


Gameplay Scripting

  • The player can Hook and Tether puzzle components and NPCs together for a lot of potential Emergent Gameplay solutions to puzzles. 

  • The Cable itself can be interacted with to knock over Enemies or bounce on.

  • Served as the foundation for a 4 week project in Futuregames which turned into Nim. Unfortunately it turned out to be too difficult to make the puzzle components fit and work art-wise so almost everything had to be cut. 

Mechanic & Puzzle Components

Adventure Game Prototype



3 Character Control System, Inventory System, Camera

  • 3 Character Control System where each character can be given a command such as walking or picking up something independent from eachother. 

  • Inventory System where each character have their own inventory of items that they've picked up, they can also give them to eachother. The system also supports Saving and Loading where the characters will get the same items they had when loading. 

  • Camera System where the camera will focus on the character that enters its trigger so when the player switches to that character, the correct camera will be switched and will already be looking at the character. 


Game & Level Design - Avatar Mission
Development Time: 10 Days


Game & Level Design

  • For a Level Design Assignment at Futuregames we got assigned to make a level, I revised a mission set in the Avatar universe that I had done years prior as a Work Sample for Massive and implemented the revised High-Level design into the engine. 

  • Researched and Concepted the Player Mechanics, the Creature Abilities and their Balance vs Mechs/Humans, the Economy and Crafting as well as wrote the Premise that gave a lot of direction to how the Level Design was shaped. 

  • The Level is Designed to be able to be entered from any direction. No matter which one you always have sight line to 1 of the goals on that side, to not overwhelm the player with quest markers as it can diminish the sense of exploration. 

  • Goals are gradually revealed on the way to one, or to another side of the base. At a goal you always have sight line to the adjacent goal, which can naturally guide the player around the base as they always have a goal to go toward. 

  • Two Landmarks, a small mountain and a ship, that are located at the opposite side of the islands from one another and can be used by the player to more easily orient themselves.  

Overview and Sight Line from Each Tower Screenshots

High-Level Design


Travelling Salesman Problem


AI Programing

Click Here to download the executable. 

  • Made for an Introduction to AI in Game Programing Curse. 19 Cities are given random positions, then it calclates the quickest way to visit them using Multi Point Crossover, Mutations and Comparisons. 

  • First you create a matrix with the size [30][20], 30 chromosomes/Visit orders and 20 cities, you fill each chromosome with 0, 1, 2.. 18, the 19th city is the start and stop city.

  • Then you perform a large amount of initial mutations to each chromosomes cities from 0-18, which is swapping two random elements around, then sort the matrix and take the best visit order as the initial 100% order. 

  • Then you take the two best chromosomes which are parents and copy them to the rest of the matrix, then perform Multi Point Crossovers to each child chromosome, where two consecutive chromosomes switch two elements between them, as well as mutation to some of the chromosomes. 

  • Then you compare all the chromosomes visit orders and mark children that are identical to parents or identical to other children, this is to only have unique travel times when sorting. 

  • After that you check again the best visit orders and compare to the initial one to the new one, if the new one is lower than a certain value, the program shows the new visit route with GLUT.
    If it is not, then reruns the process, with copying parents, MPC/Mutation and Sorting. 

How the Best Travel Order after Initial Mutation to each Chromosome can look.
(Not the same as the one below)

How it can look after being reduced with 60% after several MPCs and Mutations to each chromosome.

Travelling Salesman Problem C++

Old Projects

King Game Jam

Hook A Gnome

Development Time: 2 Days


Design, Game Play Programming


  • A 1v1 game where the players Fish for Partners and inherit the facial traist of that partner, the first to get the ideal face wins. 

  • The Goal was to have casual appeal that could be ported to mobile easy which we afterwards did. 

  • I made the Main Fishing Mechanic, the Characters Movements as well as the Android Integration. 

  • Made with a team of four at King Game Jam 2018 event where the theme was Evolution and it won three out of the four local awards which was Most Creative, Most Fun and Best UX Design. 

Dice Work Sample

Development Time: 7 Days


Sound Design by: Joakim Johansson

Design, Game Play Scripting


  • The First Work Sample I ever did back in 2016 in Unreal Engine 4 when I was still pretty new to it.

  • Focused a lot on atmosphere, pacing and mood to make the small sample feel like something real. 

  • Even though I am unhappy about the level design itself, I learned a lot about prioritizing your time. In this case I spent way to much time on the technical side and didn't have time to complete or revise the level design and incorporate some environmental story pieces. 


Development Time: 8 Weeks


Team Size: 7

Sound Design by: Joakim Johansson

Game & Level Design, Game Play Scripting

  • 2 Character 2.5D Puzzle Shadow Platformer where one of the characters is a Shadow that can only move on other Shadows. Together they have to manipulate objects and their shadows to traverse the environment. 

  • My First Unreal Engine 4 Project that I made with 6 other students. I was a Key Factor as I came up with the Concept and Design where i was inspired by games such as Lost in Shadow. 

  • Programmed about 75% of the game such as the Puzzle Components and Character Interaction, Animation Implementation & Back-End. 

Battle Ship



Gameplay & AI Programing


Click Here to download the executable. 

  • The Player can place their ships manually or automatically. After which the AI places their ships. 

  • After the player have attacked, the AI will attack, if it gets a Hit but the ship didn't get sunk, it will attack Around the Tile unti it gets another hit, when it does it will continue to attack toward that direction until the ship is unk. On its next round it will again attack at random until it gets a Hit. 

  • The Player can Save and Load the state of the game. 

Playthrough of the entire game. 

Playthrough of the entire game. 

Compilation of my old projects from Södertörns Högskola before i Switched over to Unreal Engine 4.

Bachelor Thesis, Degrees & Analyses