Sebastian Kylander

Programmer, PlaygroundSquad 2015

I'm a programmer with interests in graphical tools and system development.


Legendary Crafter

The first game project. (link)

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 settings for the designers to tweak.


Critter Conflict

The second game project. (link)

I wrote tools to improve the production pipeline:

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

The third, and last, game project. (link)

My duty was to write and maintain an external world editor to help with designing the game environment. It turned out to be of great use since the world was redesigned multiple times during the project.

Additionally, I wrote and held responsibility for the library we used between all the projects. We needed simulations in both the editor and the final game to produce the exact same results.