Hello!

My name is David Nilsson and I am a programmer who is almost done with my education at The Game Assembly in Malmö. I've mostly focused on programming Aurora, the graphics engine for our second year projects with a side of modifying our editor which is called Borealis. Naturally I will do whatever is required of me in order to finish a project or increase the quality of the end-product.


I love working in teams, taking on responsibilities of communicating between the programming team and other disciplines. I try to always be available to assist with whatever I am able to. During my time at TGA I really grew to enjoy seeing others work with our engine, features and tools that I helped create.


I am part of The Game Assembly’s internship program. As per the agreement between the Game Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 23rd. 


Any internship offers can be made on May 6th, at the earliest.


Engine and Tools programmer



My work


Specialization

For my specialization I wanted to learn more about DirectX 11 and chose to try to implement a new particle system which runs entirely on the GPU. This involved delving into previously uncharted territory for me and proved to be quite a challenge and quite frustrating. Read more on the full page!

Specialization

For my specialization I wanted to learn more about DirectX 11 and chose to try to implement a new particle system which runs entirely on the GPU. This involved delving into previously uncharted territory for me and proved to be quite a challenge and quite frustrating. Read more on the full page!


Aurora Engine

Our very own engine which runs on DirectX 11. Arcturus Studios used it for all our projects. It was first created while we made Deliverance. I mostly focused on coding rendering, lighting, shadows and setting up support for custom shaders. I also made a CPU-based particle system with an editor for our Technical Artists to work in. Among other things I also worked with scene management. Later down the line, together with Isak Morand-Holmqvist, we integrated PhysX into our engine as well. We also made visual scripting work based on a handout we received and integrated it into our engine.

Aurora Engine

Our very own engine which runs on DirectX 11. Arcturus Studios used it for all our projects. It was first created while we made Deliverance. I mostly focused on coding rendering, lighting, shadows and setting up support for custom shaders. I also made a CPU-based particle system with an editor for our Technical Artists to work in. Among other things I also worked with scene management. Later down the line, together with Isak Morand-Holmqvist, we integrated PhysX into our engine as well. We also made visual scripting work based on a handout we received and integrated it into our engine.

 

Atlantean Ascent

"You're a Fisherman trapped in an underwater metropolis. Harpoon through the fish monsters and get to the surface."


The seventh project that I made and the third made by Arcturus Studios. It is a third person shooter based on Remnant II. During this project we integrated PhysX into our engine and implemented a visual script graph system!

Atlantean Ascent

"You're a Fisherman trapped in an underwater metropolis. Harpoon through the fish monsters and get to the surface."


The seventh project that I made and the third made by Arcturus Studios. It is a third person shooter based on Remnant II. During this project we integrated PhysX into our engine and implemented a visual script graph system!


Spite: The Summoning

"A powerful demonic presence has been summoned in the catacombs of an old town. You, the cleric, must descend deeper to the source of the evil and use your divine magic to vanquish the demons that have emerged."



Spite: The Summoning was an incredibly challenging project. It is a hack-and-slash ARPG, based on Diablo 3. It was a taxing project for the entire group, but we learned a lot. This project was a challenge for the engine and editor. We had to optimize a lot more now that there were AI enemies and the levels grew large. I also made a particle system component as well as an editor for it.

Spite: The Summoning

"A powerful demonic presence has been summoned in the catacombs of an old town. You, the cleric, must descend deeper to the source of the evil and use your divine magic to vanquish the demons that have emerged."



Spite: The Summoning was an incredibly challenging project. It is a hack-and-slash ARPG, based on Diablo 3. It was a taxing project for the entire group, but we learned a lot. This project was a challenge for the engine and editor. We had to optimize a lot more now that there were AI enemies and the levels grew large. I also made a particle system component as well as an editor for it.

 

Deliverance

"Solve the puzzles around you and escape the room with the secret formula."


The fifth project, first one using our own engine which didn't exist at all before starting this project! Made by my team Arcturus Studios, Deliverance was a very simple puzzle game that was more of a tech-demo than a game. Isak Morand-Holmqvist and I decided to code the engine from scratch from the very beginning. This was quite ambitious as the project was only four weeks long! Read more on the full project page!

Deliverance

"Solve the puzzles around you and escape the room with the secret formula."


The fifth project, first one using our own engine which didn't exist at all before starting this project! Made by my team Arcturus Studios, Deliverance was a very simple puzzle game that was more of a tech-demo than a game. Isak Morand-Holmqvist and I decided to code the engine from scratch from the very beginning. This was quite ambitious as the project was only four weeks long! Read more on the full project page!

 

Corpse Carnival/Znoosing Zoombie

"Throw your head at scary bats, Talk with quirky ghosts, and save the 5000-year old theme park as the only Zombie employee left!"


My fourth project, the final one using The Game Engine. It is a pixel-art game mainly inspired from Titan Souls. It was a very short project but despite this we decided on writing a completely new component system which was optimized for quick memory access with as few cache misses as possible. We ran into multiple problems along the way but they were eventually solved and the game turned out pretty well.

Corpse Carnival/Znoosing Zoombie

"Throw your head at scary bats, Talk with quirky ghosts, and save the 5000-year old theme park as the only Zombie employee left!"


My fourth project, the final one using The Game Engine. It is a pixel-art game mainly inspired from Titan Souls. It was a very short project but despite this we decided on writing a completely new component system which was optimized for quick memory access with as few cache misses as possible. We ran into multiple problems along the way but they were eventually solved and the game turned out pretty well.

 

Novaturient

"Sent from her dying home to find a new one, biologist Nova finds herself lost on a foreign planet. Jump, glide, break rocks and learn the story of this strange place."


Novaturient was my third project, made in the in-house game engine for The Game Assembly aptly called The Game Engine. I helped make it as part of the Sad Horse team. It is a beautiful platformer game that only somewhat held back by some graphical glitches caused by The Game Engine.

Novaturient

"Sent from her dying home to find a new one, biologist Nova finds herself lost on a foreign planet. Jump, glide, break rocks and learn the story of this strange place."


Novaturient was my third project, made in the in-house game engine for The Game Assembly aptly called The Game Engine. I helped make it as part of the Sad Horse team. It is a beautiful platformer game that only somewhat held back by some graphical glitches caused by The Game Engine.

 

Impfiltration

"Guide the undercover imp by manipulating the environment and ignite objects in order to save their rabbit!"


The second ever project and the last one to be created using Unity. My team was called Shhhtudios. Impfiltration is a puzzle game. I was unsure of what I'd think of making a mobile game, but only a short while after beginning work I started having a lot of fun with it. It was nominated at the Swedish Game Awards for best mobile game but narrowly missed due to another TGA game winning the prize!

Get it on Google Play

Impfiltration

"Guide the undercover imp by manipulating the environment and ignite objects in order to save their rabbit!"


The second ever project and the last one to be created using Unity. My team was called Shhhtudios. Impfiltration is a puzzle game. I was unsure of what I'd think of making a mobile game, but only a short while after beginning work I started having a lot of fun with it. It was nominated at the Swedish Game Awards for best mobile game but narrowly missed due to another TGA game winning the prize!

Get it on Google Play
 

"Save an astronaut from losing their oxygen while experiencing a psychedelic trip through mind and space!"


My first project made in our team, Loose Nails, during my time at TGA. It is a not so endless runner made in six weeks from concept to finished product. We were all very inexperienced, but had passion and were incredibly excited to be making a great game. With two team members completely new to Unity I spent some of my time teaching them what I knew. I also made an interesting sound system that enabled level designers to play up to 8 different music tracks to set the mood for different parts of the game.

"Save an astronaut from losing their oxygen while experiencing a psychedelic trip through mind and space!"


My first project made in our team, Loose Nails, during my time at TGA. It is a not so endless runner made in six weeks from concept to finished product. We were all very inexperienced, but had passion and were incredibly excited to be making a great game. With two team members completely new to Unity I spent some of my time teaching them what I knew. I also made an interesting sound system that enabled level designers to play up to 8 different music tracks to set the mood for different parts of the game.

 

I am part of The Game Assembly’s internship program. As per the agreement between the Game Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 23rd.  

Any internship offers can be made on May 6th, at the earliest.