Jonathan Karlsson

An engine programmer with a passion for procedural generation.


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Profile

I’m a game programming graduate from The Game Assembly, Malmö, with a lifelong passion for game development. My interests span the full development pipeline, with a particular focus on engine programming, rendering systems, gameplay systems, and procedural generation.


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.


City of Darkness

A first person horror game made in a custom DirectX 11 engine for the eight and final project at TGA. I focused primarily on improving the engine’s rendering and audio capabilities, to help enhance the horror atmosphere.


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.