Gameplay Programmer
Projects Timeline
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Hauntel Management
Uppsala University
10 weeks
Took on the role of project owner and solo programmer for a team of 5, responsible for the overall vision and implementation of every mechanic, system and feature within a 10-week span.
Ted is a HUGE asshole
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As a relatively small team of 5, I took on the role of project owner and solo programmer for this game. As I often implicitly took the role of lead designer in my previous projects, it was time to make it explicit and take on the role of project owner. This meant I was responsible for the overall vision of the game, every mechanic, system and feature.
As the only programmer I was also responsible for the implementation of all these features, which meant I had to be very careful about the scope of the project and what features I could realistically implement in the 10 week span we were allocated.
Programming
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Design
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Contributions
- Project Structure
- Unity Tooling
- Implemented all major systems
Splish-Splash Submarine
Uppsala University
4 weeks???
Leveraged 7 years of Unity experience to create a centralized Scriptable Object workflow for rapid game settings iteration and playtesting.
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Overview
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Programming Deep Dive
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Design Rationale
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As lead programmer for this university project, I leveraged 7 years of Unity experience to create a centralized workflow using Scriptable Objects. This approach allowed for easy tweaking of game settings, experimentation with different SO configurations, and iterative testing for rapid development and refinement.
Project Structure
Designing games requires a lot of value tweaking, sometimes to the point of feeling like alchemy, mapping out all the potential mixtures of different values and how they interact with each other. So to be able to try these mixture of value and store them for later review is a must. This led me to go all in with Unity’s Scriptable Objects, so all the game design related values were nested in a single file, making it easy to swap out different submodules for different overall experience and stored on multiple files for later playtesting.
Retrospective
Nesting Scriptable Objects turned out to be more problematic than I anticipated and the reasons were manifold. Since I wanted the ability to combine different modules it meant that each module would represent different portions of the game (Player, Shooting, Enemy, EnemyFromBehind) it both made it difficult to decide what should be a distinct module and what should be a part of another module (see Player and Shooting). I wanted each module variant to have a memorable and descriptive name such as “SprayNPray” for a Shooting variant that shot at a very high frequency, but when you’d make a game mode variant that mixed all of these modules together it would be normal to slightly tweak some of the values so everything would fit well together, but ooops, another game mode was using one of the modules you just tweaked. Having a single file to access all of the values was however a great boon, since variables were no longer spread over different GameObjects and Components and it allowed for making a few game modes that was easy to go between during playtesting.
Tooling
I created a Unity tool that automated the WebGL build and upload process to itch.io, allowing non-technical team members to deploy builds easily. This reduced friction, enabled continuous playtesting, and allowed for fast hotfixes during testing sessions.
Contributions
- Project Structure
- Unity Tooling
- Implemented all major systems
Alzheimer's
Uppsala University
4 weeks??
An experimental microgame exploring memory loss through gameplay constraints — 30 seconds, no dialogue, continuous narrative.
As the sole developer of this experimental microgame, I designed an interactive experience exploring memory loss through gameplay constraints—30 seconds, no dialogue, and a continuous narrative. Inspired by Mario Party’s face-reassembling minigame, I crafted a scene where an old man, suffering from amnesia, struggles to reconstruct his daughter’s face from memory.
I implemented a dynamic system where facial features detach and float, with time (represented by calendar pages) actively distorting the player’s efforts. The game escalates as more pages rip away, interfering with the reconstruction process until the player is inevitably overwhelmed—reinforcing the theme of memory decay.
Though I had to cut features due to time constraints, I envisioned deeper symbolism, such as an origami bat draining colors from the daughter’s face and errors in reconstruction reflecting back onto the old man, questioning the link between memory and identity.
Design
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Programming
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Design Goals
- Create an interactive experience that conveys the emotional impact of memory loss.
- Use gameplay mechanics to symbolize the struggle of reconstructing memories.
- Design a narrative that unfolds without dialogue, relying on visual storytelling.
Learning Outcomes
- Gained experience in designing gameplay mechanics that reflect complex emotional themes.
- Learned to create a cohesive narrative through visual elements and gameplay constraints.
- Explored the challenges of solo development, balancing design, programming, and art.