Highlighted Projects
P7 - Sub Umbra
Reference game: Alan wake II

Engine: Own engine developed by our group
My contributions:
Shooting and weapon systems
Player actions
Flashlight mechanics
Entity stats and base character architecture
Animation state linking
Time: 15 weeks, 20 h/week
P6 - Spite: Web of Decay

Reference game: Diablo 3
Engine: Own engine developed by our group
My contributions:
All of the game's combat, attacks, and abilities
Hierarchical finite state machine tool for designers, animators, and technical artists to create characters and behavior
Entity stats and base character architecture
Animation state linking
Time: 10 weeks, 20 h/week
P3 - Beach
Reference game: Hollow Knight

Engine: School-provided custom engine (TGE)
My contributions:
All of the game's gameplay
Player and enemy stats, attacks, and abilities
Player and enemy movement
Enemy types and behavior
Animation and VFX gameplay implementation
Level loading functionality
Pickups
Time: 11 weeks, 20 h/week
More Projects
P5 - Tools and Engine
Reference game: None
Engine: Own engine
My contributions:
Co-developed the engine's component system
Input handler
Class structure preparation for P6
Time: 4 weeks, 20 h/week
P5 was a preparation project for P6 and has no product to showcase.
P4 - Drifting Sands

Reference game: Death's Door
Engine: School-provided custom engine (TGE)
My contributions:
Assets and level export from Unity to custom engine
Pickups
Level loading functionality
Pipeline support
Time: 7 weeks, 20 h/week
P2 - Caelum Machina

Reference game: Lara Croft GO
Engine: Unity
My contributions:
All menus and UI
Mobile port
Waterfall shader
Time: 6 weeks, 20 h/week
P1 - Get U the F O
Reference game: Subway Surfers and Temple Run

Engine: Unity
My contributions:
Player lane switching and ducking
Chasing enemy and player stumble
Powerups
VFX gameplay implementation
Time: 6 weeks, 20 h/week
dexter@abrisius.se
+46 72 172 70 66