Anton Hedlund
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Network Gameplay Programmer
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Scrum Master
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Unreal Engine 5, C++, AngelScript
Interested in
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Internships
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Junior Roles
Game Projects
A tactical FPS in Unreal Engine 5, a side project in which I implemented online multiplayer with Epic Online Services as well as many other replicated features of the game.
Key Responsibilities:
Online session management. Replication.
Authoritative match progression and round resets.
An online co-op tactical rogue-lite, my graduation project at FutureGames, where I built a server-authoritative, command pattern-style Action and Ability system with Undo functionality.
Key Responsibilities:
Online session management. Replication.
Action system with Undo functionality
A casual single-player RTS in which you control an ant colony, vying for domination over a park located in the middle of a city.
Key Responsibilities:
Scrum master. Unit selection & control.
Building menu. Tutorial system
A 2-player LAN-networked co-op horror game. The players are locked in a house where they can't see each other, and have to cooperate through environmental interactions.
Key Responsibilities:
Scrum master. LAN session management.
Replication. Main gameplay loop.
Prototypes
A prototype for a procedurally generated grid on a spherical mesh in Unreal Engine 5. I created it as a fun testing grounds for spherical math and procedural mesh generation.
For a 3D Mathematics course at FutureGames, I used this prototype to perform my assignment.
A 4-person team assignment for a brief course in Design Patterns, in which we made a game using SDL and raw C++ rather than a full game engine like Unreal.
It was a fairly short project, with 5-6 days of full-time work available. Among other things, I implemented a World->Actor->ActorComponent object hierarchy to allow for a game loop where objects can Tick, emulating the Unreal Engine hierarchy.
An assignment for a Computer Technology course at FutureGames. It's a simple asteroids clone built in Unity, not meant to be an actual playable game but a way to stress test hardware.
I implemented it in three different versions to compare profiler results; a naive object-oriented version, a data-oriented version using Unity DOTS, and finally the data-oriented version using the Unity BurstCompiler.