
Volatile Frameworks — Game Development
Unity/C# internship work across gameplay systems, performance, automation, debugging, QA, and UI, with an independently developed gameplay test bot as the flagship contribution.
Platforms: Android · iOS
Featured work, selected technical projects, and earlier development milestones across game programming, systems, tools, and experiments.

Unity/C# internship work across gameplay systems, performance, automation, debugging, QA, and UI, with an independently developed gameplay test bot as the flagship contribution.
Platforms: Android · iOS

A tactical systems case combining planning-first game design with substantial work in tactical AI, camera systems, spatial algorithms, and NavMesh navigation.
Platforms: Windows · Web

An Unreal Engine 4.27 and C++ project where I was primarily responsible for the core puzzle system.
Platforms: Windows

A performance-debugging case focused on finding the root cause of an issue and communicating the technical constraints across programming and art.
Platforms: Windows
A Unity and C# card battler focused on gameplay-system coordination, rule-based AI, and technical trade-offs.
Platforms: Windows
A Unity/C# team project where my gameplay work covered obstacle and vehicle spawning plus interactive obstacle behaviour.
Platforms: Windows
A C++ shooting and projectile system built around a fixed preallocated set of reusable projectiles.
Platforms: Windows
Selected earlier projects, assignments, and experiments that show how my technical background developed over time.
Apr 2023
Individual Unity/Android experiment covering touch input, device vibration, battery-level access, FPS display, and automatic screen rotation.
2023
Independently completed timeboxed recruitment work test in Unreal Engine 4.27/C++, implementing an 8x8 Paper2D Snake game with movement, food, growth, and collision handling.
Feb 2023
Individual Unity/C# match-3 exercise completed within a verified eight-hour self-imposed timebox, covering board generation, swapping, matches, refill, and scoring.
Oct–Nov 2022
Individual Futuregames shader assignment with vertex-displacement experiments; the preserved hologram shader was tutorial-derived and lightly modified.
2022
Futuregames C++/SDL2 project covering SDL setup, game loop, input, rendering, shooting, waves, collision, and ECS integration.
Mar 2022
Individual Futuregames C++ console assignment with file-based word selection, input/state handling, six attempts, feedback states, and replay.
Dec 2021–Jan 2022
Futuregames Unity/C# assignment on provided starter code; verified work includes editor/debug UI and event-logging modifications.
Nov 2021
Individual Unity/C# project with a hex grid, linked snake body, BFS pathfinding with path reconstruction, and a working AI/autopilot mode.
May 2021
Upper-secondary thesis at Klara Teoretiska Gymnasium researching perceived difficulty in games through surveys and analysis of game-design and industry practice. It explored player experience, flow and game AI, and used Jesse Schell's The Art of Game Design: A Book of Lenses as a design reference—early evidence of a game-design interest that continued into later game-development studies and projects.
2021
Solo React/JavaScript CV site preserved as early web-development evidence and a historical snapshot of project descriptions.
2020–2021
Three-person school Unity/C# space-game project; surviving source shows multiple gameplay systems, while individual system ownership is no longer reliable.
2020
Early C# data-structure exercise implementing a generic linked list, enumeration, and tests.
2019–2020
Two-person upper-secondary Unity/C# project with shared design and programming; Emil remembers level design and AI as his main areas.