Available for junior programming roles

Ossian
Däckfors

Gameplay Programmer

I build the systems a team builds on: projectiles, time rewind, progression and saves. I make them data-driven, so designers can tune them without waiting on code. I work in C++ with Unreal and C# with Unity.

  • C++
  • Unreal
  • C#
  • Unity
  • Python
01 — Projects

Projects

Professional

The Gang Studio · Steam
Raftcraft gameplay: three goblins on a raft of wooden pallets drifting down a blue river through a pink forest 01

Co-op physics game · The Gang Studio

Raftcraft

Role: Multiplayer & Persistence Systems

A 4-player co-op raft-building game. I wrote four versions of the build system, then the layer the co-op runs on: late join, host migration, Steam Cloud saves and stats.

  • Unreal
  • C++
  • 6-person core team
  • 6 months
Wishlist on Steam In production · out Q4 2026

Student & solo projects

Top-down view of a Time to Breach fight among crates on a neon-lit floor 02

CRPG

Time to Breach

Role: Time Rewind System

The player rewinds their own last seconds while enemies keep fighting. A snapshot ring buffer for motion, and an undo timeline that gives back damage taken.

  • Unreal
  • C++, Python
  • 8 people
  • 4 weeks
Thrall key art: a possessed knight glowing green in front of a church at night 03

First-person action

Thrall

Role: Projectile System

One launcher for the player and the AI, pooled projectiles with penetration and delayed gravity, and hit effects designers swap in Blueprint.

  • Unreal
  • C++
  • 13 people
  • 7 weeks
Scapegoat key art: a chained, blood-powered sword among ruined pillars 04

Hack-and-slash action

Scapegoat

Role: Save & Progression Systems

A skill tree authored in a custom Unity editor window, and a save system other programmers extend through one interface.

  • Unity
  • C#
  • 14 people
  • 4 weeks
Voxel terrain generated from Perlin noise, with rolling green hills 05

Procedural generation tool

Voxel Generator

Solo project: Voxel Meshing & Voxelizer

Chunked, face-culled voxel meshes from noise, height maps or any 3D model, saved as prefabs.

  • Unity
  • C#
  • Solo
  • 4–6 weeks
02 — About

About Me

I’m a gameplay programmer in Stockholm, working mainly in C++ with Unreal and C# with Unity. I’m studying gameplay programming at Futuregames, after a B.Sc. in Computer Game Development at Stockholm University.

Most of what I build is the layer other people build on: a projectile system designers extend in Blueprint, a rewind component any actor can carry, a save system other programmers join through one interface. I care about clear boundaries between systems, and about tools that let designers iterate without waiting on code.

Before games I studied mathematics and information systems, worked in logistics and hospitality, and volunteered in wildlife rescue in South Africa.

I’m finishing the internship that’s part of my studies at Futuregames, and I’m available for full-time junior roles: gameplay first, but I’m just as happy working on tools or as a generalist.

Education

  • FuturegamesAdvanced Gameplay Programming · 2024–present
  • Stockholm UniversityB.Sc. Computer Game Development · 2020–2023
  • Lund UniversityInformation Systems Design · 2017–2019

Toolkit

  • C++
  • Unreal Engine
  • C#
  • Unity
  • Python
  • Git