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Allan Torndal

Gameplay Programmer

I am a dedicated and passionate game and software developer. I have a background as a Unity programmer, having worked at Slipgate Ironworks and Gamucatex. I embrace challenges as opportunities for continuous learning. The effort and hard work invested have paid off, leading to the successful release of several video games under my own name.

Core Decay
(Game)

Company: Slipgate Ironworks

Year: 2023

Position: Programmer

Engine: Unity

Core Decay is an immersive sim, inspired by Deus Ex. As a player it’s completely up to you how you want to engage within the environment.
I had several programming tasks across the board. I primarily had the main responsibility of setting up the dialogue system, where we used a tool called Yarn Spinner. Also I worked on setting up an in-game terminal system which is all UI based. Furthermore I’ve gained a lot of knowledge in using FMOD which is a proprietary sound effects engine.

Tectonicus
(Game)

Company: GAMUCATEX

Year: 2022

Position: Programmer

Engine: Unity

Tectonicus is the project title for our historical card-based autobattler MVP game, where you can experience and play with history and mythology. This written guide will provide a brief introduction on how to manage your decks and how to play the game.
My primary task was to set up the entire Deck Builder system and assign all the UI components. Furthermore I worked on the Mulligan system, which is basically where the player gets to swap cards in the beginning of the game

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Flagger
(Game)

Company: Aces Games

Year: 2022

Position: Generalist

Engine: Unity

Flagger is a game where you have to guess the name of the country the current flag is representing. This game is so far the only game I’ve made, which isn’t in 3d. This game can be played in the web-browser as well.

Athemore
(Game)

Company: Aces Games

Year: 2021

Position: Generalist

Engine: Unity

Athemore started out as a very simple First Person Horror dungeon crawler simulator, but due to my dissatisfaction, I then decided to expand upon the game, and later release the game on Steam as my first Steam release. During the expansion I developed my skills significantly. I implemented voice acting, Steam achievements, multiple endings, puzzles etc. Finally, I’ve revamped the entire codebase, and implemented localization support.

Drained
(Game)

Company: Aces Games

Year: 2020 - now

Position: Generalist

Engine: Unity

I always wanted to make a first-person shooter game. That’s why I made Drained. Even Though this was my third project, I still learned a lot from this project. The fun part was to figure out how to shoot bullets, calculate damage depending on which weapon being used, recoil, fire rate and much more. I also implemented ragdoll effects and blood particles.
I’ve also made a sequel to the game, where I’ve improved a lot of the mechanics listed above.

Unaware
(Game)

Company: Aces Games

Year: 2018 - now

Position: Generalist

Engine: Unity

Unaware is a First Person Horror Puzzle game which I have created in Unity. I began working on this project during one of my final exams. It’s also my very first published game project. I released a free playable demo version back in 2019.
During this project, I have developed most of my skills. So much has been redone and improved within this project, since I have learned a lot of new stuff along the way. That’s also why the game isn’t finished yet. I have already spent 5 years on/off on this project. I’m aiming to release the full game on Steam Q4 2024.

Large systems

Company: Dania Games

Year: 2021

Position: Programmer

Engine: Unity

As a group of four students, we had the task to develop the foundation for a MMO game that should withstand at least ten thousands of players. For that purpose we needed to develop a large system which contained smaller systems to handle each of their own tasks. The system needed to be dynamically scalable depending on how many players were connected.

RabbitMQ
Chat system

Company: Dania Games

Year: 2021

Position: Programmer

Engine: Unity

RabbitMQ is a message-queueing software also known as a message broker or queue manager.
During my software-developer bachelor, we created the infrastructure of a MMO game which was based on multiple systems. Our goal was to both separate and distribute various chat messages depending whether they were private or global chat messages etc. During this process, we used the RabbitMQ technology for the chat system, which was possible using a plugin called AMQP made by CymaticLabs.

Hip Drones

Company: UCN Aalborg

Year: 2018

Position: Fullstack

Framework: .Net Core (MVC)

This is a website project which I made during my last semester exam of my computer science education. This is a full stack project created in .Net Core (MVC), with a MSSQL database using the CRUD functionality.

3d Models

Company: Independent

Year: 2018

Position: Modeller

Tool: Blender

Back when I started making games, I didn't know how to make 3d models. So I began to watch tutorials and all of a sudden it became easier. I also memorized all the important hotkeys, which definitely was beneficial for my progression. Working with 3d modeling also includes texturing, which is a major part of the process. Here it’s important to use seamless textures.

Universal:

Programming Languages & Frameworks
  • C#
  • Python
  • Java
  • HTML, XML, JSON
Development Practices & Principles
  • Object-Oriented Programming (OOP)
  • SOLID Principles
  • Unit Tests
  • Test-Driven Development (TDD)
  • Continuous Integration / Continuous Deployment (CI/CD)
API & System Integration
  • RESTful APIs
  • Client/Server Communication
  • Login Systems
  • Async/Await
  • UniTask
Development Practices, Version Control & Collaboration
  • Agile Methodologies (SCRUM & XP)
  • Git / Plastic SCM
  • Jira
System Architecture & Large Systems
  • Client/Server Systems
  • System Integration
  • Large System Architecture
Database Management
  • Relational Databases
  • Sharding
  • Replication

Game Development:

Game Engines & Tools
  • Unity 3D
  • Unreal Engine
Unity Practices
  • URP / HDRP
  • Post Processing
  • Scriptable Objects
  • First-Person Controller
  • Prefab Management
  • NavMesh
  • Cinemachine
  • New Input System
  • UI Systems
Gameplay Systems & Mechanics
  • Save Systems (Binary formatter & JSON)
  • Dialogue Systems (Yarn Spinner)
  • AI & State Machines
  • Animations
  • Localization
  • FMOD
Game Design
  • Game Mechanics Design
  • Level Design
  • Player Experience Design
Misc
  • Machine Learning
  • Shader Programming
  • Blender
  • Photoshop
  • Steam Page Setup

Software Development:

Programming Languages & Frameworks
  • .Net Core
  • .Net Framework
  • .JavaScript
  • HTML/CSS
Software Architecture Patterns
  • MVC
  • Web Application Frameworks
Cloud & DevOps
  • Azure
  • Kubernetes
  • Docker