Game Design Work Portfolio
Gustav Sandström




Looking for Internship!
As my education nears its end i am currently looking for internship starting the 18th of may and continues until my graduation from Futuregames this year
Experience
Studied 2 Years of programming using Python and C and web Server programming with Django and JavaScript at Strömbacka School, Piteå, Sweden
Studied 2 Years of game design student with technical/System Design specialization with a personal focus on Combat design at Futuregames Boden, Sweden
Worked 3 years at ICA Retail store in Sweden, Piteå with serving food and managing packages being sent or retrieved


Skills
Tools:
know how to use Jira, Miro, github and perforce in an effective way to boost the way i work
Proficient in:
Unreal with blueprints and Unity with C#
Strength:
knowledgeable in Blueprints, quickly making working prototypes, iterate on feedback and how to tie systems together.
strong focus on enemy and combat design and how to reward the player and challenge them, willing to learn and adapt to the work needed
can get to work on different design aspects with minimum guidance and deliver fast
School Projects
A glimpse into my game design work.
Dark Descent
Worked as Enemy and combat designer in a 4 week group project in Unity
Description: Hades inspired horde game
Designed it for the enemies to come in larger numbers to overwhelm the player and force them to move around and use both spells and environment to their advantage with the enemies having different abilities and behavior to challenge the player and their skills




Blight Bound
Worked as a level and General Designer in this immersive Platformer for 7 weeks in Unreal
works with and made prototypes for game play mechanics before handing it over to programmers and worked iterative on the level design through out the project based on feedback and play testing




Worked as lead enemy and boss designer and programmer for enemies and helped with implementation of Main menu for a rogue like made in a 4 week group project in Unreal
Mission with the enemies was to make enemies that worked well with each other and give the player priority targets and enemies that rewards the player for taking certain upgrades in a run and have different challenges to them
The boss had a focus on bullet hell and forcing the player to move and shoot it weak points at the same time
Space Hunt

Personal Projects
A mix of bloodborne with retro graphics with a custom made dialogue system made for a school assignment
A custom dialogue system with the possibility for branching dialogue, cinematic camera angles, rewards for selecting certain dialogue options, easy implementation of more systems and customizability in the dialogue, and more
Rewards you can select is:
Dexterity: gives the player more stamina and sprint speed
Strength: the ability to lift heavy objects
Insight: be able to see hidden secrets as "fake walls"
What i learned:
with this project i learned more about data structures and how to use them for dialogue and making conditions for branching events depending on what you select
as this was part of a narrative assignment i dove into Level sequencers and how to make cinematic camera angles and switch the focus with the camera

Custom made dialogue System with Narrative Focus
(Unfinished)
Recreation of Omen Inside Unreal using GAS
Collaboration
Recreation of Omen using blueprints and Game play Ability System for multiplayer compatible
made as a study to learn GAS and how to make functional abilities and learn how to to use different systems in Unreal
made in collaboration with David Andronesson for help with the VFX
What i learned:
this project made me go in-depth with the Game play ability system plug in for unreal and how to make abilities and how to use the system in a good way





Any Questions, contact me at my mail!
Email: Gustavsandstrom48@gmail.com
Gallery
Snapshots from my group projects and personal projects.















