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.
All tags are currently off. Showing every project until you enable a tag.
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.
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.
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.

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.
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.
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.
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.
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.

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.
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.