Jonathan Karlsson
An engine programmer with a passion for procedural generation.
Technical Experience
C++
C#
HLSL
DirectX 11
Unity
MonoGame
Raylib
Highlighted Projects
Procedurally Generated City
A fully procedural city made as my specialization project at TGA. Among the features included are: Building and road network generation, procedural textures, and traffic AI. Made in Raylib.
Grim the Gargoyle King
A third person platformer made in a custom DirectX 11 engine for the seventh project at TGA. I worked primarily on the graphics engine, the engine pipeline, and the audio engine, focusing on improving their shortcomings in our previous project.
Spite: Threads of Fate
An action role-playing game made in a custom DirectX 11 engine for the fifth and sixth project at TGA. I worked primarily on the graphics engine, the implementation of VFX, and the audio engine.