Emil SundmanSvenska

About

I'm a technically oriented game developer with a strong interest in gameplay systems and the intersection between programming, design, and player experience.

My strongest current stack is Unity and C#. I enjoy understanding how systems work together, identifying why problems occur, and evaluating the technical and design trade-offs behind possible solutions.

Portrait of Emil Sundman

Technical Background

My background combines technical studies, formal game-programming education, professional game-development experience, and broader IT and business studies.

I studied game programming at Futuregames, where my training covered areas including C++, C#, Unity, Unreal Engine, algorithms and data structures, game AI, 3D mathematics, shader programming, networking, and game-production methodology.

During my internship at Volatile Frameworks, I worked in Unity and C# across gameplay systems, performance optimization, debugging and QA, UI implementation, and gameplay automation. I independently developed a gameplay test bot that used simulated player input and internal game state to exercise the game and support repeatable release testing.

Since 2024, I have continued working on Unity and C# game development through Infinite Monkey Theorem AB, alongside game and level design.

How I Approach Problems

I tend to look at problems as connected systems rather than isolated tasks. That means asking how a technical change affects gameplay, production dependencies, maintainability, and the player experience.

That perspective is visible in projects such as Boarding Party, where scope and technical dependencies became a major lesson, and Novice Alchemist, where performance debugging required looking beyond the visible symptom and understanding the interaction between code and assets.

Education & Academic Research

Alongside game development, I hold a BSc (Hons) in International IT Management from Coventry University, awarded with Upper Second-Class Honours (2:1). I see the degree as a complement to my development background, adding perspective on software engineering and management, operations, business, and organizational context.

Before Futuregames, I studied the Technology Programme with a specialization in Information and Media Technology at Klara Teoretiska Gymnasium. Studies in programming, computer and network technology, and digital creation established an early technical foundation. My upper-secondary thesis, GYARTE, explored perceived difficulty, player experience, flow, and game AI through surveys and analysis of game-design and industry practice, using Jesse Schell's The Art of Game Design: A Book of Lenses as a design reference. It provides early evidence of the game-design and systems-oriented interests that continued into later game-development education and projects.

My dissertation, “Differences and Similarities in Leadership Styles Between Independent and Non-Independent Game Studios,” examined leadership and followership across independent and non-independent game studios.

The study used a qualitative, cross-sectional design with three semi-structured interviews, seven qualitative survey respondents, and thematic analysis. Because participation was lower than planned, the study was intentionally treated as limited and exploratory.

Within that limited sample, the study did not identify a strong direct relationship between indie/non-indie governance status and leadership style. The data instead suggested that organizational size and structure may be more influential, and that “indie” may partly function as a cultural identity rather than a strict organizational category.

These findings should not be generalized to the wider games industry. The small sample, the Swedish context of the interview participants, and a respondent pool weighted toward follower perspectives and limited leadership experience all constrain the conclusions.

Where I'm Heading

My current focus is on roles where I can continue developing as a gameplay programmer, game developer, or technical designer while gaining more professional experience of production, collaboration, and shipping.

Longer term, I want to take greater responsibility for systems, technical direction, and helping teams build better games—but my immediate priority is to keep strengthening my hands-on development experience.