All of my projects

Nice, you found the full list of my projects! I started working in game development during my studies in 2021. Here you’ll find games I worked on professionally, projects I did while studying at HdM in Stuttgart and the IT-University of Copenhagen, and also little side projects I created in my free time or during game jams.

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Hypothermia - Gameplay and Network Programming

  • Built multiplayer gameplay systems in Godot using GDScript and C++.
  • Experienced various project steps, from prototyping to full production
  • Implemented enemy AI in Godot, using coroutines and later Limbo AI behavior trees.
  • Improved networked physics in C++ with Jolt Physics.
  • Built custom networking layer in Godot, mesh networking, late-join support, and packet chunking for large state transfers.

During the development of Halls of Torment, Chasing Carrots began prototyping a new title, and I joined during its early stages, taking on a wide range of tasks. For me, it was a very valuable learning experience because it allowed me to strengthen my gameplay programming skills while also building a completely new skill set in multiplayer game development.

Company

Chasing Carrots

Game

Hypothermia

Date

2024-2026

Duration

1.5 years

Team Size

10

Hypothermia - Custom Multiplayer Networking in Godot

  • Refactored Godot's multiplayer networking layer to remove reliance on the built-in MultiplayerAPI
  • Designed and implemented the integration of the MultiplayerPeer into the custom Communication Line System in C++
  • Implemented peer-to-peer network meshes for both ENet and Epic Online Services using GDScript
  • Integrated and validated the new networking architecture into the existing codebase
  • Identified and resolved a critical multi-mesh limitation in the EOS Godot extension

I replaced Godot's built-in MultiplayerAPI with a custom networking layer that directly interfaces with MultiplayerPeer, improving flexibility, modularity, and authority handling. I also implemented full peer-to-peer network meshes using ENet and Epic Online Services, enabling low-latency client-to-client communication and support for features such as proximity voice chat. The system was integrated into the studio's codebase, tested in gameplay sessions, and extended with a C++ fix to support multiple concurrent network meshes.

Company

Chasing Carrots

Game

Hypothermia

Date

2025

Duration

4 Months

Team Size

10

The Untold Story of Vísdómír - Production and Technical Leadership

  • Hands-on learning experience to better understand the work of producers and game designers, which helped me improve cross-disciplinary communication and collaboration as a programmer.
  • Learned about production based on "A Playful Production Process" by Richard Lemarchand
  • Structured the project into ideation, pre-production, production, and post-production
  • High focus on scoping to prevent unnecessary crunch in the project
  • Developed skills as a game and level designer

The Untold Story of Vísdómír is a first-person narrative exploration project developed during my master's studies at the IT University of Copenhagen. I took on the roles of producer and tech lead while also contributing to sound and level design, with a strong focus on shaping a manageable scope, a clean team workflow, and a world that supports clue-driven exploration without relying on navigation markers.

University

IT University of Copenhagen

Game

The Untold Story of Vísdómír

Date

2025

Duration

3 Months

Team Size

6

Kill all Goblins! A critical view on Tutorials in Video Games

  • Built as academic work during Nordic Game Jam for the Playable Media course.
  • Used a conventional tutorial structure to critique how games normalize violence.
  • Designed the game so the attack instruction is optional, but following it traps the player in escalating combat.
  • Written reflection tying the design back to critical game studies.
Kill all Goblins! A critical view on Tutorials in Video Games

Goblin Smasher is a small academic game project I created for the Playable Media course at the IT University of Copenhagen and developed during Nordic Game Jam. The project explores critical design by presenting the player with a familiar tutorial structure, then turning one of its most normal instructions, attacking, into the moral pivot of the entire game.

Game Jam

Nordic Game Jam 2025

Game

Goblin Smasher

Date

2025

Duration

48h

Team Size

Solo

Halls of Torment - Gameplay performance optimizations and Profiling

  • Implemented production-ready code for a shipped game
  • Integrated Tracy into the custom C++ Godot engine build to enable deep runtime performance analysis
  • Profiled heavy in-game scenarios with hundreds of active entities to identify real bottlenecks
  • Implemented object pooling and spawning in a separate thread to reduce allocation overhead
  • Introduced time slicing for the frost status effect, improving frame stability
  • Added game object global position caching in C++ and exposed it to GDScript for gameplay systems

Back in 2024, this was the first task I received after joining Chasing Carrots as a Game Programmer. Halls of Torment was still in early access and suffered from performance issues toward the end of a run. As a survivor-like game, it features a large number of entities and projectiles on screen during the final minutes, which heavily impacted performance. With the upcoming console release in mind, I was tasked with investigating these issues and migrating the project from the Optick profiler to Tracy.

Company

Chasing Carrots

Game

Halls of Torment

Date

2024

Duration

2 Months

Team Size

10

Enchanted Defense - Building a Game in a Custom Engine

  • Game engine implemented using C++ with SDL2
  • Developed a top-down shooter with this engine and extended the toolset on the run
  • Used patterns such as command, observer, and state machines in concrete gameplay systems.
  • Experimented with grid pathfinding and heat values to influence enemy movement.

Enchanted Defense is a top-down shooter I built in a custom C++ engine with SDL2 to learn more about game engine internals. The project became a practical playground for update loops, rendering, input routing, animation state machines, and reusable gameplay patterns such as command, observer, and prototype-style spawning.

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Personal Project

Game

Enchanted Defense

Date

2023-2024

Duration

Side project

Team Size

Solo

Duskborn - Gameplay Programming and Technical Leadership

  • Led a three-person engineering team, organized weekly meetings, and coordinated tasks and milestones with the other department leads.
  • Implemented the player controller in C++ with sprinting, dashing, jetpack movement, and a physics-driven grappling hook.
  • Built a modular prosthesis system with swappable combat abilities and shared animation system.
  • Created an observer-driven upgrade framework that combines trigger parts and effect parts into reusable items.

Duskborn is a third-person shooter roguelite developed in Unreal Engine 5 during a university production course designed to mirror a real studio pipeline. I worked as both Game Programmer and Head of Engineering. It was definitely the biggest group project of my academic career and taught me valuable lessons about communication and teamwork.

University

Hochschule der Medien

Game

Duskborn

Date

2023

Duration

4 Months

Team Size

18

Scary Dark Dungeon

  • Implemented dialogue flow and animalese-style dialogue sounds to strengthen atmosphere without full voice acting.
  • Built enemy behavior with a reusable state machine setup in Godot.
  • Connected story progression to environment interactions such as door events and signals.
  • Worked on sound and level progression to support the game's moody pacing.

Scary Dark Dungeon was created during miniBeansjam 9 as a compact atmospheric adventure with exploration, dialogue, and light combat. My work focused on level and story design, dialogue implementation, sound, and enemy behavior built with my Godot state machine workflow.

Game Jam

miniBeansjam 9

Game

Scary Dark Dungeon

Date

2023

Duration

48 hours

Team Size

3

Curse of Immortality - Enemy AI and Combat Systems

  • Worked on gameplay code in Unreal Engine using both C++ and Blueprint-facing systems.
  • Implemented behavior for five different enemy types, with different move sets and attack abilities
  • Extended custom pathfinding with static and dynamic heat to create more reasonable AI pathing
  • Created trap management systems to activate and upgrade traps based on player progression
Curse of Immortality - Enemy AI and Combat Systems

Curse of Immortality is a roguelite dungeon crawler where I focused on enemy behavior, combat systems, and AI support code. My work included logic for multiple enemy types, a heat-based extension to the custom pathfinding system, and arena traps that had to integrate cleanly into the shared damage and encounter flow.

University

Hochschule der Medien

Game

Curse of Immortality

Date

2023

Duration

3 Months

Team Size

5

Crunch Time

  • Built the player gameplay loop around carrying items, delivering drinks, and punching the Sandman.
  • Implemented the elevator mechanic that ties the whole office layout together.
  • Handled sound and UI implementation.
  • Used a custom Godot state machine generator plugin to speed up character-logic iteration.

Crunch Time was created during BeansJam 2022 and turns late-night office work into a fast little resource-management game. I worked on gameplay programming, including the player and Sandman behavior, the elevator mechanic, sound, UI, and a small state machine generator plugin that helped speed up iteration during the jam.

Game Jam

BeansJam 2022

Game

Crunch Time

Date

2022

Duration

48 hours

Team Size

3