E-mail: edvinnordangard@hotmail.com
Game Programmer // C++/C# & Engine Dev
A GPU-driven particle system built from scratch on top of The Game Assembly's in-house DX11 engine. Every particle lives in a structured buffer on the GPU and is updated in parallel each frame through a Compute Shader — no CPU readback, no bottleneck. The system supports burst and continuous emission across five spawn shapes, with a default shader designed to give technical artists enough control to build effects without writing any C++. Shaders can be swapped live from the editor via dropdowns, making the system fully extensible without touching the engine.
C++/costume engine - C.O.D Zombies clone
Bot Ops
Contributions: Rendering Pipeline, Lighting, Blending & Post-Processing, Code Refactoring
C++/TGE - Ortographic Adventure
UNITY - Mobile Puzzle Game