Projects

Anton Andersson

Software Engineer

Professional Projects


Just Cause 4

Lead Gameplay Programmer, Avalanche Studios, New York City


Worked on macro systems, progression and UI for the main game as well as all DLC packs. Primary person in charge of the gameplay tech layer. Built scalable systems for scripters to extend using our custom editor in the Apex Game Engine. Setup interfaces against platform specific API.    Learn More


The Walking Dead

Gameplay Programmer, Starbreeze Studios, Stockholm


Creating gameplay systems for the upcoming 'The Walking Dead' game. Architected and am  maintaining a large set of systems handling player skills and character progression. Also writing systems that facilitate level design by enabling modular construction of game environments. Learn More


Ford Hub

Software Developer, Framestore, London


Worked in the Unreal game engine as a principle engineer of the Ford Hub virtual city experience. Developed a fluid city simulation with intelligent artificial vehicles moving around in real time. Also supported our UI/UX artists by creating custom and dynamic menu systems.   Learn More


Fable Legends

Gameplay Programmer, Lionhead Studios, Guildford


Worked on the gameplay team as a programmer. Created base systems for tech design to extend using the Blueprint system present in Unreal Engine 4.  Gameplay areas included objectives, achievements, skills, level design systems, property management and camera control. Learn More

Other Projects


Agile Engine

Personal Game Engine Project


Personal project I am working on in my spare time. Engineering custom editing interfaces, asset management systems, physics and UI tools as well as a custom entity-component solution for development of games in a similar fashion to Unreal Engine 4 or Unity. Learn More


Amalgamation

Programmer/Scrum Master, University (BTH), Karlskrona


Six month University project alongside 7 of my then class mates. Wrote the physics system and particle editor. Created the asset management system used for FBX import and conversion. General gameplay programming and some experience as Scrum Master also came into play during the project. Learn More


Real-Time Ray Tracer

Personal Ray Tracer Project, University (BTH), Karlskrona


Custom Ray Tracer written using DirectCompute and C++. Capable of performing  real-time Ray  Traced shading of dynamic scenes including multiple lights and animated 3D meshes. Supports dynamic materials with a configurable number of ray bounces.  Learn More


The Little Cheese Boy

Personal Ray Tracer Project, University (BTH), Karlskrona


Two month game project created with 5 of my University class mates for Linux, Mac and Windows. Wrote the OpenGL and Direct3D renderer. Worked on the AI logic and the pathfinding algorithms as well as generic gameplay logic. Learn More