Emil SundmanSvenska

Resume

Game developer with a technical background in Unity/C#, gameplay systems, debugging, automation, and technical design.

My experience combines game-programming education, hands-on game-development work, independent projects, and broader studies in IT management and software operations.

Experience

Infinite Monkey Theorem AB

Work on Unity and C# game development alongside game and level design.

  • Worked across combat, movement, camera, gameplay AI, GOAP, and shader development in internal projects.

Volatile Frameworks

Worked in Unity and C# across gameplay systems, performance optimization, debugging and QA, UI implementation, and gameplay automation.

  • Independently developed a gameplay test bot using simulated player input and internal game state for repeatable regression and release testing before live updates.
  • Implemented gameplay-system work including context-aware enemy spawning and reworked main-story objective positioning in an existing procedural system.
  • Profiled Unity rendering and implemented custom visibility/frustum culling to reduce unnecessary off-screen rendering and GPU work.

Selected Projects

Boarding Party

Unity/C# strategy-game project focused on simultaneous planning and execution. The project became an important lesson in scope management, technical dependencies, and validating the core loop through a smaller MVP or vertical slice.

Anomaly 52

Unreal Engine 4.27/C++ team project where I was primarily responsible for the core C++ puzzle system and reusable activation and state logic using Unreal delegates and configurable IDs.

Project Paper-Rock

Unity/C# card-battler developed independently with mentor guidance, with separate gameplay components for cards, hands, decks, turns, targeting, and combat plus a rule-based single-player AI.

Novice Alchemist

Unity/C# project where performance debugging required root-cause analysis and understanding the interaction between technical implementation and game assets.

Education

BSc (Hons) International IT Management

Studies included Information Technology Systems, Infrastructure and Hardware, Software Engineering and Management, Operations Strategy and Management, Business and Sustainability, and Business Data Analysis. The dissertation examined leadership and followership in independent and non-independent game studios using semi-structured interviews, a qualitative survey, and thematic analysis.

Game Programming

Game-programming education covering C++, C#, Unity, Unreal Engine, algorithms and data structures, game AI, 3D mathematics, shader programming, networking, and game-production methodology.

Technology Programme — Information and Media Technology

Upper-secondary studies in programming, computer and network technology, and digital creation established an early technical foundation. The GYARTE thesis explored perceived difficulty, player experience, flow, and game AI using surveys, game-design analysis, and Jesse Schell's The Art of Game Design: A Book of Lenses as a design reference.

Artificial Intelligence

Selected topics included artificial intelligence, machine learning, deep learning, robotics, reasoning, experimental design, data analysis, and AI applications.

Object-Oriented Programming in Java

Selected topics included Java, object-oriented programming, object-oriented analysis and design, UML, data structures, networking, GUI, and software development tools.

Technical Skills

Strongest current stack

  • C#
  • Unity

Additional game-development experience

  • C++
  • Unreal Engine
  • Gameplay Systems
  • Technical Design
  • Debugging
  • Performance Optimization
  • Automation
  • QA

IDEs

  • JetBrains Rider
  • Visual Studio

Version control

  • Git
  • GitHub
  • Perforce
  • Unity Version Control (Plastic SCM)

AI-assisted development tools

  • ChatGPT
  • OpenAI Codex

Workflow

  • Jira
  • Confluence
  • Scrum

Spoken Languages

  • Swedish — native
  • English — native or bilingual proficiency