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Anton Hedlund

  • Network Gameplay Programmer
  • Scrum Master
  • Unreal Engine 5, C++, AngelScript
     

Interested in

  • Internships
  • Junior Roles

Game Projects

Vanagandar Game Logo

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

Skyward Tactics Screenshot
Antics Logo

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. 

Help me, help Me Logo

Prototypes

Icosphere Grid

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.

Pacman Clone
Data-Oriented Asteroids

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.

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