<h2>About me:</h2>\r\n<p>I was born in 1988 and have been playing games since I was very little.</p>\r\n<p>My passion for gaming has always been high that I decided I wanted to make games for a living when I was in middle school.</p>\r\n<p>It wasn't until later when I got my hands on programming courses that I knew I wanted to be a programming as it felt so natural to me with my love for math and problem solving.</p>\r\n<p>I had some basic courses in C++ and Allegro in high school ( 10th - 12th grade ).</p>\r\n<p>After high school I went to a school called PowerHouse where I learned more advanced C++ and some basics in Directx 9, AI, Network and sorting algorithms.</p>\r\n<p>Currently I'm a student at PlaygroundSquad where I have learned more advanced programming through courses and game projects.</p>\r\n<p>Some of the things I've learned are programming games in a 3D enviroment, HLSL Shaders, FMOD, basic Raknet, basic Havok physics and working together with designers, artists and other programmers.</p>\r\n<p> </p>\r\n<h2> First Project: The LightHouse (5 weeks) PC<a href="Insert/www.playgroundsquad.com/Falun/project/view/projectid/113"></a></h2>\r\n<p>Handled the movement and animations of the player characters.</p>\r\n<p>Created triggers that was used to open doors and spawn enemies.</p>\r\n<p>Created a spawn manager that spawned the enemies.</p>\r\n<p>Did fake instanced where we only used one model for the same enemies to not cause lag spikes when creating new enemies.</p>\r\n<p>Created an enemy manager that had all the enemy data loaded so it would go fast to create new enemies. It also updated and rendered the enemies.</p>\r\n<p>Loaded and handled the in-game interface.</p>\r\n<p>Handled the FMOD eventsystem for music and sound effects.</p>\r\n<p>Created a particle editor which I later updated with some more particle effects.</p>\r\n<p> </p>\r\n<h2> Second Project: Low-Life (9 weeks) PC<a href="../../../../project/view/projectid/117"></a></h2>\r\n<p>Created a tool with these functionalities:</p>\r\n<p> Put out cameras with a position and direction.</p>\r\n<p> Create trigger boxes that would switch to it's targeted camera when triggered.</p>\r\n<p> Set out items in the map and add spheres to it for pickup collision.</p>\r\n<p> Set out the game objectives and a sphere around it where you could interact with it.</p>\r\n<p> Create areas you could interact with that showed messages.</p>\r\n<p> Create Portals for switching between inside and outside area on the map.</p>\r\n<p> Put out spot and point light and set post-processing light for the map.</p>\r\n<p>Created a deffered light shader, no shadows.</p>\r\n<p>Created a post-processing light shader with desaturation, contrast and tint.</p>\r\n<p>Added the camera functionality, portals and deffered lights from the tool to the game.</p>\r\n<p>Loaded item data and game objects data to each level.</p>\r\n<p>Created a sound manager to handle all the sound and used programmer sound for the dialouges.</p>\r\n<p> </p>\r\n<h2>Third Project: When in Rome (9 weeks) PS3 / PC<a href="../../../../project/view/projectid/122"></a></h2>\r\n<p>Made a tool to create navigation meshes and test ai pathfinding on it.</p>\r\n<p>Handled the AI pathfinding and attack behaivor.</p>\r\n<p>Added spawning enemies and wave system.</p>\r\n<p>Created enemy types and waves through txt files for designers.</p>\r\n<p>Implemented FMOD.</p>\r\n<p>Handled the playing of sound and music.</p>\r\n<p>Created a new particle editor that could handle Texture2DArray.</p>\r\n<p>Handled the damage dealing on player and enemies.</p>
Sandra Björklund
Programmer, PlaygroundSquad 2011