Multi-platform casual game developed with Unity3D, C#. Released on Windows Phone. iOS/Android on the way.
Team consists of one programmer, two artists and one sound engineer.
I worked as a senior programmer and mainly with implementing vehicle AI. Tools used were XCode, Cocoa Touch, C++.
A grand strategy game situated in modern Europe. It contains a strategic gameplay level featuring Europe and North Africa, and a tactical gameplay level where the combats take place.
I was lead designer and lead programmer throughout the production cycle. Assignments together with features I personally implemented:
RaceRoom is a concept for the event entertainment industry. It contains 8-22 simulators, and software that features a Race Control Station which is custom made for professional and commercial LAN events. RaceRoom is based on games from Simbin, and features more than 450 cars and 38 world famous racing circuits. The concept is rapidly expanding, and now have permanent installations in several countries. The software use a subscription-model with quarterly updates.
I was lead programmer for this project during 2 years until completion. The Race07-engine, C++ and C# was used. Some of the features I've implemented includes:
This is the sequel to RaceRoom currently under development. This version adds several new programs to handle the administration and the maintenance of a raceroom. It includes a FrontEnd and BackEnd for player respectively administrator bookings. It logs results from all racerooms to a central database. As well as dozens of other new features.
I worked as a senior programmer in this project for about 6 months. New programs and most new features were created using C#. C++ was used for the game client. Some of the features I've implemented includes:
This game is used at the Nürburgring event center ring-werk. It allows visitors to sit inside cockpits and to participate in Formula One and Truck races at the Nürburgring track. It's based on the Race07 engine, and was written in C++.
In this project I wrote most of the server-side code and parts of the client-side code. Some of the features I've implemented includes:
Casual game created with Flash Actionscript 3 as a solo project.
Click on the pictures to play the game and to use the level editor.
Features I wrote includes:
Abstract from Coevolution and turnbased games:
Artificial intelligence plays an increasingly important role in modern computer
games. As the complexity of the games increase, so does the complexity of the AI.
The aim of this dissertation is to investigate how AI for a turnbased computer game
can coevolve into playing smarter by combining genetic algorithms with neural
networks and using a reinforcement learning regime.
The results have shown that a coevolved AI can reach a high performance in this kind
of turnbased strategy games. It also shows that how the data is coded and decoded and
which strategy that is used plays a very big role in the final results.
The official location of the thesis can be found here.
Group project with 5 people over 5 weeks, with me as lead programmer.
A 2-player arena deathmatch game. Control your soldiers one-at-a-time to destroy the enemy soldiers. Use machine gun, mines and grenades. Pick up ammuntion, health and powerups on the battlefield. It was written in C++.
You can download the game here (~33 mb). It runs on Windows machines.
Solo project. The practical part of a 5-week C++ university course.
It's a Breakout clone that contains 10 levels, and many different powerups.
You can download the game here (~0.4 mb). It runs on Windows machines.
Lipsync. This was done during a 10-week university course in Maya animation.
Employed as a programmer in a consulting company. The first year my assignments included the development and maintenance of various Windows-applications. These were mainly sales-support systems, and my role included a number of meetings with the clients. Languages I used were primarily Visual Basic, VBA and SYNON. Access was used for relation database implementations. In addition, I did Y2K-conversions of AS/400 systems and some work on hand-held computer applications.