Sebastian Kylander

Programmer, PlaygroundSquad 2015

I'm a programmer with interests in gameplay and software programming.


Legendary Crafter

Our first game project.

My additions were mostly gameplay centric. I implemented the 2D rendering, core gameplay mechanics and the level editor.

Core Gameplay

One of our most important gameplay mechanics was the combat system. All characters shared an animation-based attack pattern and the player had a variety of weapons, all differing in range, speed and damage. All components were extracted into setting files for the the designers to tweak.


Critter Conflict

Our second game project.

I programmed the development systems such as the entity editor and our particle editor. In parallel, I also implemented the entities and particles themselves.

Entity Editor

The entity editor was established for our designers to easily implement new enemies or props with their corresponding behavior.

Particle Editor

The purpose of a particle editor was for our graphics artists to visually edit the in-game particle effects without hassling with unresponsive text files. It accelerated the overall quantity and quality of our particles.


Dofna

Our third game (ongoing)

My duty is to develop and maintain an external editor program for the game. Ultimately, it will simplify the testing of both game mechanics and art assets validity.

Additionally, I hold a lot of responsibility of our back-end systems, since they not only have to work in the game, but communicate with the graphical interface in the editor as well.