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Hi there!

I'm Harry, a Lead Game Programmer, with extensive project management and game/ narrative design experience.

I also run my own indie studio:

Cold Sector❄️

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Feel free to scroll down & check out my group & solo projects down below.

  

On each game, I've detailed my key contributions.

I usually leave detailed overviews on my 
GitHub repos too if you happen to be extra curious!

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AN ISLAND AWAY

{  Unity :: Steam :: Cozy 3D Platformer }

  • Project Direction & Production Management 

  • Lead Programming & Guidance

  • Prototyped Most Major Systems & Mechanics

  • Arranged meetings & guided a team of interns  

  • Game Concept + Narrative & Quest Design 

  • Pitching, Marketing & Business 

  • Builds, Steam Set Up & Content Management

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project floop

{  Unreal :: Puzzle Platformer }

  • Designed adaptive AI pet

  • AI can be attracted to points of interests - see apple gif

  • Set up AI Blackboards with stay, follow, pick-up, hold logic etc.

  • Polished character controller & interactions

  • Added Settings Menu UI & Logic 

  • Implemented meta sounds & anim triggers

  • Made it so you can pet the AI friend 

  • Lots of feature prototyping - sneak, throw, collect, grow, hold etc.

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avem mortis 

{  Unity :: WebGL :: Dungeon Crawler }

  • Designed Narrative & Wrote Dialogue

  • Programmed All Quests

  • Co-Coded Inheritable Movement & Fighting Systems

  • Developed Particle Effects

  • Hooked-up Character Models

  • Implemented all UI, Menus, & Their Logic 

Global game jam 2023
SUPERBALL sLAPPER

{  Unity :: Ragdoll Local Multiplayer }

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  • Project & Task Management

  • Created Level Randomisation & Progress Tracking Systems

  • Programmed Customisability Options

  • Developed Quest, Unlocks & Dialogue Systems

  • UI Implementation

  • Helped with Local Multiplayer Set up & Input Events

  • Build and Source Control management

  • Pitched & Presented Projected

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Broken Strings 

{  Unity :: Mobile :: 2D Platformer }

  • Coded Highly-adjustable Character Movement

  • Handled Mobile User Input & Hitboxes

  • Integrated Google Play Ads Rewards System

  • Compressed & Optimized Android Build

  • Published to Google Play Store & Managed SDKs

  • Imported & Implemented Assets & Animations

PIXEL snatch AUTO 

{  Unity :: WebGL ::  Mini GTA 2 Clone }

  • Contributed all Pixel Art (Every Visual)

  • Co-coded the Core Game Loop

  • Scripted & Designed Core Animations

  • Developed Upgrades & Item Logic

  • Handled World Design & Layout 

  • Added Easter Eggs

Greenergy 

{  Unity :: Mobile :: City Builder }

  • Solo-Programmed all functionalities

  • Created a drag & drop grid system

  • Seamless interactions between UI & game space

  • Heavily optimized for different screen types

  • Implemented all art sprites as Tiles

  • Built for mobile in less than a week

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SLIME VILLAGE 

{  Unity ::  AI Pathfinding }

  • Developed A* Search Algorithm

  • Designed & Animated all assets

  • Randomized daily paths of the Slimes

  • Slimes Recalculate if Player blocks their paths

  • Built a Grid System 

  • Added Seasons; updating all grass sprites

ISLAND GAME UE5 PROTOYPE

{  UE5 :: 3D Platformer }

  • Built-Up & Landscaped a 3D World

  • Added Stamina & Exhaustion Logic

  • Made driveable boat with Buoyancy Physics

  • Developed Quest, Unlocks & Dialogue Systems

  • Coded Collectibles with Responsive UI

  • Game Design & Asset Implementation

UNReal AI & INVENTORY  Tests 

{  UE5 :: AI Behaviour Trees }

  • Blueprinted AI Behaviour Trees

  • Developed a "Capture The Flag" System

  • Rival teams Battle to Paint control points

  • Light C++ programming

  • Equip System

  • Inventory System

  • Retargeted animations

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FORSBERGS AUTUMN GAME JAM:
pUMPKIN MADNESS 

{  Unity :: WebGL :: Survival 2D Platformer }

  • Voted 2nd Place + Juror's Favourite

  • Helped with Art & Animation Design

  • Handled Particle Effects Such as the fog

  • Coded Player Character Movement

  • Delegated tasks effectively to meet deadline

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