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Commercial Games
Earthbreakers
Earthbreakers is an FPS/RTS hybrid using the Unreal 4 Engine. Gameplay focus on base building and strategy. Work as a team and as your base progresses you unlock new classes, abilities and vehicles.
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Gameplay Systems (Weapons, Projectiles, Interactions, Movement, Consumables, Abilities etc.)
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Multiplayer replication of systems and players.
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Shaders and Post Processing, help implement and setup VFX.
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Procedural Weapon Animations reacting to player movements in a dynamic way. Recoil using a spring system.
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Deterministic projectiles.
Graven
Graven is a old-school FPS in the veins of games like quake, heretic and blood.
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Improved and helped out on many different areas of the game.
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AI (Mire Reaver - Mini Boss, Fish Enemy)
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Weapons (Ballista, Flail)
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Level Loading Manager - Help designers setup level streaming using data assets).
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Co-op - Started refactor to support multiplayer.
El Taco Diablo
Solo developed El Taco Diablo, a stand still arena shooter focusing on player accuracy. Created in Unity with C#. The project was a way for me to broaden my understanding of game development across different areas.
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3D Modeling and Sculpting (Blender and ZBrush).
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Texturing (Substance Painter).
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VFX, custom shaders.
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Code (C#).
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Design, balancing and pacing.
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Sound design.
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Steam integration.
Eastshade
Worked on Eastshade (90% positive rating on Steam with 1600 reviews and #38 of Polygon’s Top 50 best games of 2019) as a freelance programmer. The game is about a traveling artist, capturing the world on canvas using an artist’s easel.
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Created a fishing minigame, using game code within Eastshade’s API.
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Made a realistic fish A.I. that reacts to player’s choice of bait and lure. When caught the fish will try anything to break free.
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Custom fishing rod I.K. to give the appearance of bending with forces.
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Custom fishing line physics to show current line tension and interactions with world ex. Collision and water flow.
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Extending tools for Quest Designers to implement more interactions and events.
A Way Out
A Way Out (Winner of British Academy Games Award for Best Multiplayer) a co-op only, adventure/action game made using Unreal Engine 4. The position required expert C++/visual scripting (Blueprint) knowledge.
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Responsible for Enemy A.I. and Team Communications between enemies.
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Worked closely with the art team to implement UI in world and interaction points.
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Engine modification to support split screen with the world UI system.
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All code written needed to support multiplayer, sending and syncing of world states and variables.
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Collaborated with other programmers, implementing shooting mechanics and player auto-aim system.
theHunter : CotW
theHunter: Call of the Wild (82% positive rating on Steam with 26,000 reviews) is a hunting simulator focused on being as realistic as possible. Avalanche uses an in-house engine called APEX.
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Extended tools so designers could easily specify where animals spawn in the world.
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I implemented player statistics sent to a database so developers get information about what players are doing in the game world and can improve the game according to this data.
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Learned Python to make a Maya export tool for placing and marking locations in models, ex. where a bird can spawn on a tree branch.
Other Projects
NES 8-Bit Emulator

To learn how a NES worked and improve my C++ knowledge I wrote an Emulator. Fully functional CPU and PPU implemented as an interpretation solution with optimization to only update part of the screen when needed. I made it run in Unreal Engine 4 as a DLL.
The Hungry Maw from Outer Space
School Project 2015
Lead Programmer (Blueprint / C++)
Engine - Unreal 4
Team Size - 7
Duration - 4 weeks

In this game, the player devours the world as a flying tentacle alien where eating humans keeps the player alive. Set in an 80’s horror movie. This game was made in Unreal Engine 4 in 4 weeks with a team of 7 people.
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Nominated “Game of the Year” by Swedish Game Awards 2015.
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Heavy optimization to handle thousands of A.I. people on the screen at once.
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Worked closely with the tech artist to create a massive randomized city.
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Dynamic randomized objectives/missions.
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Created VFX for weapons such as the laser leaving trails, allowing players to make their mark on the world by drawing on houses and streets.
Coming Home
School Project 2016
Lead Programmer (C#)
Engine - Unity 4
Team Size - 9
Duration - 7 weeks
In this classic, point n’ click adventure game with a day and night twist, players discover a pirate world full of interesting characters. Made in Unity 5 in 7 weeks with a team of 9 people.
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Created an API for designers to easily create puzzles and interactions within the world.
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Made a Save/Load system, integrated into the API.
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Created an Item database so designers could implement new items and setup animations quickly.
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Layered scene graph setting up transitions points between scenes for both day and night.
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I also did Level Design and puzzle scripting for the shop and cave scenes in the game.
QSouls
Prototypes
COTS
Prototype 2017
Engine - Unity 2017
Roguelite Twin-stick shooter that lets the player use the environment to their advantage. Hide behind walls and plan out your next approach.
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Advanced Collision system based on player's expectations.
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Customized update loop for precise bullet patterns.
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Game logic runs at 30 fps while rendering is done as fast as possible by using linear interpolation between frame states.
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Environments can affect projectiles, causing weather like a storm to affect how projectiles behave.
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Custom 2D light engine where each projectile can cast a light. Effective in night scenarios.
QSouls
Prototype 2019
Engine - Unreal 4 (C++)
Combination of an Old School Shooter (Doom, Quake, Blood) with a more modern design philosophy. Some Dark Souls elements such as death has more meaning and players choose how to use their weapons.
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Dual Wield System - Use melee in combination with long range or play however you like.
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Fast Movement system that includes things like sliding, dashing, wall jumping.
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Exploration - Each world features large maps that gives the player ability to explore and find shortcuts.
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Weapons have their own legend, some require you to go on side missions to find.
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Setup pipeline for creating levels using older level editor such as Hammer and import to Unreal 4.
SMC
Prototype 2017
Engine - Unity 2017

Take control of a group of space soldiers in a real time tactical horror game. Each character has their own personality, strengths and weaknesses. It's up to you as the player to manage them in battle and make sure they won't loose their mind in the dark corners of space.
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A.I. with a lot of customization and randomness.
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Advanced input system where you can switch between your characters and control them directly or setup orders and let your A.I. take control of your other group members.
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Fog of War - You can't see what horrors are hiding in the next room.
Hakan Cederskoog
PROGRAMMER - DESIGNER
US Permanent Resident / EU Citizen
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