Hi there! I'm Arn
Welcome to my game developer portfolio
Hi there! I'm Arn
Welcome to my game developer portfolio

About
I'm a game developer from Malmö, Sweden, with three years of experience in programming and designing video games.
What I love about game development is the blend of creativity and problem-solving in each project, all with the goal of creating engaging and memorable experiences for players.
Since the start of my journey, I've developed a diverse range of games. My first—but certainly not my last game, Chained 2 Violence, is set to be published on Steam.
My games and prototypes
Check out some of the games and prototypes that i've made during my time as a game developer! Click the "More details" button for more information about each project.

Chained 2 Violence
Chained 2 Violence is a roguelike hack and slash game, where you and your friend are chained together and fight an endless horde of enemies in a futuristic arena.
I was responsible for designing and implementing the combat system in Chained 2 Violence.
Chained 2 Violence
In a dystopian future where a ruthless corporation reigns, weapon technology takes precedence over humanity’s well-being. Two former scientists, once part of the corporation, dared to expose its sinister secrets—only to be captured, and imprisoned deep underground. As punishment, they are thrust into a brutal arena simulation, forced to battle against the corporation’s relentless clone army under the guise of ‘scientific advancement.’
Chained 2 Violence is a co-op game where you and a friend, bound together by an unbreakable chain, must fight through relentless waves of enemies in a constantly shifting arena. Battle across different eras—from ancient Rome to a cybernetic future—in this intense wave-based hack-and-slash roguelike. The chain connecting both players forces cooperation, creating a unique challenge where teamwork isn’t just encouraged—it’s essential for survival.
My Role
My role in this project was to design and create the combat system. The combat system includes chain specific abilites, class specific combat and the combo system which applies to all of the weapons that the players can pick up.
Project details
Engine | Unity |
|---|---|
Language | C# |
Team size | 8 |
Development time | 20 weeks |
Role | Gameplay programmer (combat) & VFX (Particles) |
Links
Steam Store Page |
|---|
My games and prototypes
Check out some of the games and prototypes that i've made during my time as a game developer! Click the "More details" button for more information about each project.


High noon
The biggest question of mankind, "Who is the fastest gunman in the west?" gets settled in this competitive multiplayer, duel style game High Noon. The combat in this game has 2 steps, 1) draw your weapon by completing a minigame challenge. 2) Shoot your opponent in a vital spot.
I was the project lead and multiplayer programmer during the development of High Noon.
High Noon
It's High Noon, and your opponent? Your closest friend! But before you can draw your six-shooter, you must first finish a fast-paced mini-game, and you'd better do it quickly if you want the upper hand in the duel.
This intense 1v1 showdown challenges players with a series of mini-games, where speed and skill determine who gets the advantage when it’s time to shoot. The first to complete their challenge gains an edge in aiming, making every duel a thrilling test of reflexes and precision. After each round, a new randomly selected level introduces unique obstacles, making it increasingly difficult to line up the perfect shot.
My Role
High Noon was my vision of how a fast paced 1v1 pistol dueling game might look like. I learnt a lot from developing this game. Not only was this the first project that I was the project lead for and assigned tasks to everyone in the team, it was also the first game that i've worked on that had online multiplayer, which I was responsible for.
Project details
Engine | Unity |
|---|---|
Language | C# |
Team size | 8 |
Development time | 8 weeks |
Role | Project leader & Online multiplayer programmer |
Links
No links for this project |
|---|

Axe throwing mechanic from god of war
This prototype was a passion project of mine which originally was going to be an entire game, but instead became an attempt of recreating the axe throwing mechanic from God of War 4 with some differences.
This project got me into development in Unreal Engine, primarily by coding but also using blueprints.
Axe throwing mechanic from god of war
This prototype was initially designed as the foundation for a full-scale game, where players would wield an axe reminiscent of the one in God of War but with a chain attached to the axe (not implemented in prototype), a weapon that could be thrown and would seamlessly return to the thrower.
My Role
The prototype is made by me and was my first project inside of Unreal Engine. I learnt a lot about using the engine structure when creating the prototype, such as using modules to organize code and the Actor system.
- Screenshots
- Gifs & videos


Project details
Engine | Unreal Engine |
|---|---|
Language | C++ & Blueprints |
Team size | 1 |
Development time | 3 weeks |
Role | Creating the prototype |
Links
No links for this project |
|---|

Shifters
The couch style, 2 - 4 player racing game Shifters, lets you live out your fantasies as various shapes, all with unique characteristics. The player that can best utilize each unique shape to complete the racing course wins!
My role in this project was to implement the different shape mechanics / interactions.
Shifters
In the 2D world of Shifters, speed defines status and only the fastest shape reigns supreme. To master the art of speed, one must first master the ability to shift between different forms, each with unique strengths and limitations.
- The square can climb walls with ease.
- The circle is the fastest but lacks the ability to jump.
- The triangle has a sharp, hazardous edge that slows anything that steps on it.
- The star is the ultimate form, capable of everything, but only for a short duration.
To conquer the challenges of this world, players must skillfully switch between these shapes, using their abilities strategically to navigate the ever-evolving terrain.
My Role
My role in this project was developing the shape's characteristics, how they interact with eachother, movement and their different abilites.
Project details
Engine | Unity |
|---|---|
Language | C# |
Team size | 5 |
Development time | 10 weeks |
Role | Gameplay programmer |
Links
No links for this project |
|---|

Echo
Echo is a 2 player puzzle horror co-op game where you either play as a bat or a human. Your objective is to escape a dark cave where hostile spiders are lurking. In order to see in the cave the human has to yell into the microphone to activate the bat's echolocation.
My role in this project was to design and implement the bat functionality.
ECHO
Trapped in a pitch-black cave with only a flickering torch and a loyal bat companion, your only hope of escape lies in finding the scattered keys that unlock the path to freedom—all while avoiding the monstrous spiders lurking in the shadows. But how can you possibly locate the keys in complete darkness? By harnessing the bat’s incredible power of echolocation, of course!
Echo is a unique 2-player split-screen game where communication is the key to survival. One player controls the human, using a microphone to generate sound and trigger the bat’s echolocation. The other player, as the bat, must interpret the echoes and guide their partner through the treacherous cave. With echolocation revealing hidden dangers, keys, and secret passageways, teamwork and trust are essential to making it out alive.
My Role
In this game I was responsible for the design as well as the implementation of the bat mechanics, which includes echolocation and the movement.
Project details
Engine | Unity |
|---|---|
Language | C# & HLSL |
Team size | 5 |
Development time | 3 weeks |
Role | Gameplay programmer (Bat) & VFX (Echolocation shader) |
Links
No links for this project |
|---|

Chained 2 Violence
Chained 2 Violence is a roguelike hack and slash game, where you and your friend are chained together and fight an endless horde of enemies in a futuristic arena.
I was responsible for designing and implementing the combat system in Chained 2 Violence.
Chained 2 Violence
In a dystopian future where a ruthless corporation reigns, weapon technology takes precedence over humanity’s well-being. Two former scientists, once part of the corporation, dared to expose its sinister secrets—only to be captured, and imprisoned deep underground. As punishment, they are thrust into a brutal arena simulation, forced to battle against the corporation’s relentless clone army under the guise of ‘scientific advancement.’
Chained 2 Violence is a co-op game where you and a friend, bound together by an unbreakable chain, must fight through relentless waves of enemies in a constantly shifting arena. Battle across different eras—from ancient Rome to a cybernetic future—in this intense wave-based hack-and-slash roguelike. The chain connecting both players forces cooperation, creating a unique challenge where teamwork isn’t just encouraged—it’s essential for survival.
My Role
My role in this project was to design and create the combat system. The combat system includes chain specific abilites, class specific combat and the combo system which applies to all of the weapons that the players can pick up.
Project details
Engine | Unity |
|---|---|
Language | C# |
Team size | 8 |
Development time | 20 weeks |
Role | Gameplay programmer (combat) & VFX (Particles) |
Links
Steam Store Page |
|---|

High noon
The biggest question of mankind, "Who is the fastest gunman in the west?" gets settled in this competitive multiplayer, duel style game High Noon. The combat in this game has 2 steps, 1) draw your weapon by completing a minigame challenge. 2) Shoot your opponent in a vital spot.
I was the project lead and multiplayer programmer during the development of High Noon.
High Noon
It's High Noon, and your opponent? Your closest friend! But before you can draw your six-shooter, you must first finish a fast-paced mini-game, and you'd better do it quickly if you want the upper hand in the duel.
This intense 1v1 showdown challenges players with a series of mini-games, where speed and skill determine who gets the advantage when it’s time to shoot. The first to complete their challenge gains an edge in aiming, making every duel a thrilling test of reflexes and precision. After each round, a new randomly selected level introduces unique obstacles, making it increasingly difficult to line up the perfect shot.
My Role
High Noon was my vision of how a fast paced 1v1 pistol dueling game might look like. I learnt a lot from developing this game. Not only was this the first project that I was the project lead for and assigned tasks to everyone in the team, it was also the first game that i've worked on that had online multiplayer, which I was responsible for.
Project details
Engine | Unity |
|---|---|
Language | C# |
Team size | 8 |
Development time | 8 weeks |
Role | Project leader & Online multiplayer programmer |
Links
No links for this project |
|---|

Axe throwing mechanic from god of war
This prototype was a passion project of mine which originally was going to be an entire game, but instead became an attempt of recreating the axe throwing mechanic from God of War 4 with some differences.
This project got me into development in Unreal Engine, primarily by coding but also using blueprints.
Axe throwing mechanic from god of war
This prototype was initially designed as the foundation for a full-scale game, where players would wield an axe reminiscent of the one in God of War but with a chain attached to the axe (not implemented in prototype), a weapon that could be thrown and would seamlessly return to the thrower.
My Role
The prototype is made by me and was my first project inside of Unreal Engine. I learnt a lot about using the engine structure when creating the prototype, such as using modules to organize code and the Actor system.
- Screenshots
- Gifs & videos


Project details
Engine | Unreal Engine |
|---|---|
Language | C++ & Blueprints |
Team size | 1 |
Development time | 3 weeks |
Role | Creating the prototype |
Links
No links for this project |
|---|

Shifters
The couch style, 2 - 4 player racing game Shifters, lets you live out your fantasies as various shapes, all with unique characteristics. The player that can best utilize each unique shape to complete the racing course wins!
My role in this project was to implement the different shape mechanics / interactions.
Shifters
In the 2D world of Shifters, speed defines status and only the fastest shape reigns supreme. To master the art of speed, one must first master the ability to shift between different forms, each with unique strengths and limitations.
- The square can climb walls with ease.
- The circle is the fastest but lacks the ability to jump.
- The triangle has a sharp, hazardous edge that slows anything that steps on it.
- The star is the ultimate form, capable of everything, but only for a short duration.
To conquer the challenges of this world, players must skillfully switch between these shapes, using their abilities strategically to navigate the ever-evolving terrain.
My Role
My role in this project was developing the shape's characteristics, how they interact with eachother, movement and their different abilites.
Project details
Engine | Unity |
|---|---|
Language | C# |
Team size | 5 |
Development time | 10 weeks |
Role | Gameplay programmer |
Links
No links for this project |
|---|

Echo
Echo is a 2 player puzzle horror co-op game where you either play as a bat or a human. Your objective is to escape a dark cave where hostile spiders are lurking. In order to see in the cave the human has to yell into the microphone to activate the bat's echolocation.
My role in this project was to design and implement the bat functionality.
ECHO
Trapped in a pitch-black cave with only a flickering torch and a loyal bat companion, your only hope of escape lies in finding the scattered keys that unlock the path to freedom—all while avoiding the monstrous spiders lurking in the shadows. But how can you possibly locate the keys in complete darkness? By harnessing the bat’s incredible power of echolocation, of course!
Echo is a unique 2-player split-screen game where communication is the key to survival. One player controls the human, using a microphone to generate sound and trigger the bat’s echolocation. The other player, as the bat, must interpret the echoes and guide their partner through the treacherous cave. With echolocation revealing hidden dangers, keys, and secret passageways, teamwork and trust are essential to making it out alive.
My Role
In this game I was responsible for the design as well as the implementation of the bat mechanics, which includes echolocation and the movement.
Project details
Engine | Unity |
|---|---|
Language | C# & HLSL |
Team size | 5 |
Development time | 3 weeks |
Role | Gameplay programmer (Bat) & VFX (Echolocation shader) |
Links
No links for this project |
|---|
My games and prototypes
Check out some of the games and prototypes that i've made during my time as a game developer! Click the "More details" button for more information about each project.
Chained 2 Violence
Chained 2 Violence is a roguelike hack and slash game, where you and your friend are chained together and fight an endless horde of enemies in a futuristic arena.
I was responsible for designing and implementing the combat system in Chained 2 Violence.
Chained 2 Violence
In a dystopian future where a ruthless corporation reigns, weapon technology takes precedence over humanity’s well-being. Two former scientists, once part of the corporation, dared to expose its sinister secrets—only to be captured, and imprisoned deep underground. As punishment, they are thrust into a brutal arena simulation, forced to battle against the corporation’s relentless clone army under the guise of ‘scientific advancement.’
Chained 2 Violence is a co-op game where you and a friend, bound together by an unbreakable chain, must fight through relentless waves of enemies in a constantly shifting arena. Battle across different eras—from ancient Rome to a cybernetic future—in this intense wave-based hack-and-slash roguelike. The chain connecting both players forces cooperation, creating a unique challenge where teamwork isn’t just encouraged—it’s essential for survival.
My Role
My role in this project was to design and create the combat system. The combat system includes chain specific abilites, class specific combat and the combo system which applies to all of the weapons that the players can pick up.
Project details
Engine | Unity |
|---|---|
Language | C# |
Team size | 8 |
Development time | 20 weeks |
Role | Gameplay programmer (combat) & VFX (Particles) |
Links
Steam Store Page |
|---|
High noon
The biggest question of mankind, "Who is the fastest gunman in the west?" gets settled in this competitive multiplayer, duel style game High Noon. The combat in this game has 2 steps, 1) draw your weapon by completing a minigame challenge. 2) Shoot your opponent in a vital spot.
I was the project lead and multiplayer programmer during the development of High Noon.
High Noon
It's High Noon, and your opponent? Your closest friend! But before you can draw your six-shooter, you must first finish a fast-paced mini-game, and you'd better do it quickly if you want the upper hand in the duel.
This intense 1v1 showdown challenges players with a series of mini-games, where speed and skill determine who gets the advantage when it’s time to shoot. The first to complete their challenge gains an edge in aiming, making every duel a thrilling test of reflexes and precision. After each round, a new randomly selected level introduces unique obstacles, making it increasingly difficult to line up the perfect shot.
My Role
High Noon was my vision of how a fast paced 1v1 pistol dueling game might look like. I learnt a lot from developing this game. Not only was this the first project that I was the project lead for and assigned tasks to everyone in the team, it was also the first game that i've worked on that had online multiplayer, which I was responsible for.
Project details
Engine | Unity |
|---|---|
Language | C# |
Team size | 8 |
Development time | 8 weeks |
Role | Project leader & Online multiplayer programmer |
Links
No links for this project |
|---|
Axe throwing mechanic from god of war
This prototype was a passion project of mine which originally was going to be an entire game, but instead became an attempt of recreating the axe throwing mechanic from God of War 4 with some differences.
This project got me into development in Unreal Engine, primarily by coding but also using blueprints.
Axe throwing mechanic from god of war
This prototype was initially designed as the foundation for a full-scale game, where players would wield an axe reminiscent of the one in God of War but with a chain attached to the axe (not implemented in prototype), a weapon that could be thrown and would seamlessly return to the thrower.
My Role
The prototype is made by me and was my first project inside of Unreal Engine. I learnt a lot about using the engine structure when creating the prototype, such as using modules to organize code and the Actor system.
- Screenshots
- Gifs & videos


Project details
Engine | Unreal Engine |
|---|---|
Language | C++ & Blueprints |
Team size | 1 |
Development time | 3 weeks |
Role | Creating the prototype |
Links
No links for this project |
|---|
Shifters
The couch style, 2 - 4 player racing game Shifters, lets you live out your fantasies as various shapes, all with unique characteristics. The player that can best utilize each unique shape to complete the racing course wins!
My role in this project was to implement the different shape mechanics / interactions.
Shifters
In the 2D world of Shifters, speed defines status and only the fastest shape reigns supreme. To master the art of speed, one must first master the ability to shift between different forms, each with unique strengths and limitations.
- The square can climb walls with ease.
- The circle is the fastest but lacks the ability to jump.
- The triangle has a sharp, hazardous edge that slows anything that steps on it.
- The star is the ultimate form, capable of everything, but only for a short duration.
To conquer the challenges of this world, players must skillfully switch between these shapes, using their abilities strategically to navigate the ever-evolving terrain.
My Role
My role in this project was developing the shape's characteristics, how they interact with eachother, movement and their different abilites.
Project details
Engine | Unity |
|---|---|
Language | C# |
Team size | 5 |
Development time | 10 weeks |
Role | Gameplay programmer |
Links
No links for this project |
|---|
Echo
Echo is a 2 player puzzle horror co-op game where you either play as a bat or a human. Your objective is to escape a dark cave where hostile spiders are lurking. In order to see in the cave the human has to yell into the microphone to activate the bat's echolocation.
My role in this project was to design and implement the bat functionality.
ECHO
Trapped in a pitch-black cave with only a flickering torch and a loyal bat companion, your only hope of escape lies in finding the scattered keys that unlock the path to freedom—all while avoiding the monstrous spiders lurking in the shadows. But how can you possibly locate the keys in complete darkness? By harnessing the bat’s incredible power of echolocation, of course!
Echo is a unique 2-player split-screen game where communication is the key to survival. One player controls the human, using a microphone to generate sound and trigger the bat’s echolocation. The other player, as the bat, must interpret the echoes and guide their partner through the treacherous cave. With echolocation revealing hidden dangers, keys, and secret passageways, teamwork and trust are essential to making it out alive.
My Role
In this game I was responsible for the design as well as the implementation of the bat mechanics, which includes echolocation and the movement.
Project details
Engine | Unity |
|---|---|
Language | C# & HLSL |
Team size | 5 |
Development time | 3 weeks |
Role | Gameplay programmer (Bat) & VFX (Echolocation shader) |
Links
No links for this project |
|---|
Other
These are some non-game projects that i've worked on, they are however applicable to game development and have been a big contribution of honing my skills
3D Modelling, Rigging and Animations

3D Modelling, Rigging and Animations
These are some projects that i've worked on in Maya.
Working in a modeling software like Maya helps you understand how a good 3D model is built and what makes it applicable to certain games.
3d modelling, Rigging and animations
These are some of the 3D models, rigs, and animations I’ve created—both during a computer graphics course and in my spare time (such as the human model).
Through this process, I gained valuable knowledge of materials, modeling techniques (such as box modeling), texture baking, and animation. These skills have been of great use in my game development journey, helping me bring characters and environments to life.
Project details
Software | Maya |
|---|
Links
No links for this project |
|---|
2D Physics Engine

2D Physics Engine
This is a 2D physics engine I developed as part of a game development course.
This project was an invaluable learning experience, giving me hands-on practice in implementing collisions, gravity, buoyancy and wind, which are key mechanics that shape realistic game physics.
2d Physics Engine
I developed this physics engine as part of a course - physics for digital games.
The engine has some of the more basic features (collision, buoyancy, wind and gravity), however coding these myself was very rewarding. When using a game engine, there is a lot of hand holding with system like physics, but knowing how to structure and code these yourself lets you utilize the systems to their fullest such as extending them with extra functionality if need be.
- Screenshots
- Gifs & videos



Project details
Engine | Unity |
|---|---|
Language | C# |
Functionality | Gravity, Buoyancy, Wind, Collision |
Links
No links for this project |
|---|
Computer Graphics Programming

Computer Graphics Programming
In this C++ / DirectX 11 rendering framework, I got experience with real time rendering techniques such as phong shading, Normal mapping and cube mapping for reflective shaders.
Computer Graphics programming
This project was part of a course where I completed a series of assignments, gradually building up to the final rendered scene, which you can see in the last screenshot.
The rendering process began with Phong shading, followed by the addition of diffuse textures to enhance the shading calculations. I then experimented with various filtering techniques, such as Mip mapping and anisotropic filtering, to improve texture quality. Normal mapping was integrated after the Phong shading step, and finally, a skybox with a cubemap was added to complete the scene.
This project was my first experience working with shaders and proved to be invaluable when later writing custom shaders in Unity, giving me a strong foundation in graphics programming.
Project details
Software | eduRend |
|---|---|
Language | C++ & HLSL |
Technology | Phong Shading, Normal Map, Mip Map, Cubemap, Diffuse Textures, Anisotropic Filtering |
Links
No links for this project |
|---|
Other
These are some non-game projects that i've worked on, they are however applicable to game development and have been a big contribution of honing my skills
3D Modelling, Rigging and Animations
These are some projects that i've worked on in Maya.
Working in a modeling software like Maya helps you understand how a good 3D model is built and what makes it applicable to certain games.
3d modelling, Rigging and animations
These are some of the 3D models, rigs, and animations I’ve created—both during a computer graphics course and in my spare time (such as the human model).
Through this process, I gained valuable knowledge of materials, modeling techniques (such as box modeling), texture baking, and animation. These skills have been of great use in my game development journey, helping me bring characters and environments to life.
Project details
Software | Maya |
|---|
Links
No links for this project |
|---|
2D Physics Engine
This is a 2D physics engine I developed as part of a game development course.
This project was an invaluable learning experience, giving me hands-on practice in implementing collisions, gravity, buoyancy and wind, which are key mechanics that shape realistic game physics.
2d Physics Engine
I developed this physics engine as part of a course - physics for digital games.
The engine has some of the more basic features (collision, buoyancy, wind and gravity), however coding these myself was very rewarding. When using a game engine, there is a lot of hand holding with system like physics, but knowing how to structure and code these yourself lets you utilize the systems to their fullest such as extending them with extra functionality if need be.
- Screenshots
- Gifs & videos



Project details
Engine | Unity |
|---|---|
Language | C# |
Functionality | Gravity, Buoyancy, Wind, Collision |
Links
No links for this project |
|---|
Computer Graphics Programming
In this C++ / DirectX 11 rendering framework, I got experience with real time rendering techniques such as phong shading, Normal mapping and cube mapping for reflective shaders.
Computer Graphics programming
This project was part of a course where I completed a series of assignments, gradually building up to the final rendered scene, which you can see in the last screenshot.
The rendering process began with Phong shading, followed by the addition of diffuse textures to enhance the shading calculations. I then experimented with various filtering techniques, such as Mip mapping and anisotropic filtering, to improve texture quality. Normal mapping was integrated after the Phong shading step, and finally, a skybox with a cubemap was added to complete the scene.
This project was my first experience working with shaders and proved to be invaluable when later writing custom shaders in Unity, giving me a strong foundation in graphics programming.
Project details
Software | eduRend |
|---|---|
Language | C++ & HLSL |
Technology | Phong Shading, Normal Map, Mip Map, Cubemap, Diffuse Textures, Anisotropic Filtering |
Links
No links for this project |
|---|
Other
These are some non-game projects that i've worked on, they are however applicable to game development and have been a big contribution of honing my skills
3D Modelling, Rigging and Animations

3D Modelling, Rigging and Animations
These are some projects that i've worked on in Maya.
Working in a modeling software like Maya helps you understand how a good 3D model is built and what makes it applicable to certain games.
3d modelling, Rigging and animations
These are some of the 3D models, rigs, and animations I’ve created—both during a computer graphics course and in my spare time (such as the human model).
Through this process, I gained valuable knowledge of materials, modeling techniques (such as box modeling), texture baking, and animation. These skills have been of great use in my game development journey, helping me bring characters and environments to life.
Project details
Software | Maya |
|---|
Links
No links for this project |
|---|
2D Physics Engine

2D Physics Engine
This is a 2D physics engine I developed as part of a game development course.
This project was an invaluable learning experience, giving me hands-on practice in implementing collisions, gravity, buoyancy and wind, which are key mechanics that shape realistic game physics.
2d Physics Engine
I developed this physics engine as part of a course - physics for digital games.
The engine has some of the more basic features (collision, buoyancy, wind and gravity), however coding these myself was very rewarding. When using a game engine, there is a lot of hand holding with system like physics, but knowing how to structure and code these yourself lets you utilize the systems to their fullest such as extending them with extra functionality if need be.
- Screenshots
- Gifs & videos



Project details
Engine | Unity |
|---|---|
Language | C# |
Functionality | Gravity, Buoyancy, Wind, Collision |
Links
No links for this project |
|---|
Computer Graphics Programming

Computer Graphics Programming
In this C++ / DirectX 11 rendering framework, I got experience with real time rendering techniques such as phong shading, Normal mapping and cube mapping for reflective shaders.
Computer Graphics programming
This project was part of a course where I completed a series of assignments, gradually building up to the final rendered scene, which you can see in the last screenshot.
The rendering process began with Phong shading, followed by the addition of diffuse textures to enhance the shading calculations. I then experimented with various filtering techniques, such as Mip mapping and anisotropic filtering, to improve texture quality. Normal mapping was integrated after the Phong shading step, and finally, a skybox with a cubemap was added to complete the scene.
This project was my first experience working with shaders and proved to be invaluable when later writing custom shaders in Unity, giving me a strong foundation in graphics programming.
Project details
Software | eduRend |
|---|---|
Language | C++ & HLSL |
Technology | Phong Shading, Normal Map, Mip Map, Cubemap, Diffuse Textures, Anisotropic Filtering |
Links
No links for this project |
|---|
What i'm currently working on

Chained 2 Violence
Chained 2 violence is in its last phase of development before the launch on Steam, 2025-06-17

Large Language Model driven NPCs (prototype)
This is an early look of a survival game prototype that i'm working on. The goal of this project is to see whether or not LLM driven NPCs improve player immersion.
Technical skills

Software
Unity is the game engine that i've used in most projects. I consider myself very comfortable using Unity for game development
I've used Unreal engine for some games. I'm relatively comfortable with the coding, and i'm actively trying to learn all of the complex features of this software.
I got introduced to Maya in a course and as such did some assignments with it aswell as some fun projects in my spare time.
Visual studio is the IDE of choice for me. I'm very comfortable using this software for my coding.
Languages
C# Is my primary coding language. I've mainly used it inside of Unity, the simple but effective framework Monogame and in non-game related programs.
I've used C++ in some Unreal Engine, and non-game related project.
I've mainly used blueprints for making prototypes in Unreal Engine
I've used HLSL in Unity projects for various shaders and in the rendering framework eduRend.

Technical skills
Software
Unity is the game engine that i've used in most projects. I consider myself very comfortable using Unity for game development
I've used Unreal engine for some games. I'm relatively comfortable with the coding, and i'm actively trying to learn all of the complex features of this software.
I got introduced to Maya in a course and as such did some assignments with it aswell as some fun projects in my spare time.
Visual studio is the IDE of choice for me. I'm very comfortable using this software for my coding.
Languages
C# Is my primary coding language. I've mainly used it inside of Unity, the simple but effective framework Monogame and in non-game related programs.
I've used C++ in some Unreal Engine, and non-game related project.
I've mainly used blueprints for making prototypes in Unreal Engine
I've used HLSL in Unity projects for various shaders and in the rendering framework eduRend.
My Progression
Game Development program - Malmö University
The game dev program made me fall in love with the art of creating games. During this period i've become confident in my programming skills and as a game designer.
To be continued...
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