Hello, I'm Gustav
I'm a 23 year old game programmer that in 2023 finished my education at Playgroundsquad in Falun, Sweden. Since 2024 until May 2025, I've worked at StageIT AB as a programmer.
I enjoy playing videogames, listening to music and run orienteering, and usually spend my free time playing games or expanding on a game concept/mechanic that I'm currently working on. The thing I enjoy most in games is the power fantasy you can't experience in real life, be it through leveling up your character or it's skills, or creating a build of mass destruction, incredible survivability or over-the-top support to the rest of the team.
I describe myself as a problem solver that seeks opportunities to learn new things, while at the same time improving my skills and widening my scope on how to use skills in other ways. I like to create many fast iterations that are improvements to the previous one, to prevent any major hiccups and quickly reach a satisfactory solution.
My colleagues would say that I am a fast learner, and they would be correct.
As StageIT is a small company, I need to be able to take on multiple different assignments, such as (excluding programming) customer contact, design, image generation/creation and manage requested art from external contractors.
Also, before starting at Playgroundsquad, I had never touched FMOD. After only a couple of working hours I could use it with a familiar degree of proficiency. This is true for all of the programs I can use, as well as future programs I may need to learn, depending of the complexity of the program of course.
I'm used to work well under pressure and with others. An example is when we were working on No Book Forgotten. Since Tengine didn't have any sort of editor when we worked on the project, and all models and such had to be imported to the scene by code, we could have multiple tasks active at once. I could for example be working on the enemy movement and the overall detection system, and then need to import a new model the artists just finished. Sometimes the designers could do it as well, which eased the workload for us. And if I didn't understand something with the code I could always ask a classmate about it, or if a mechanic was a bit confusing I could ask a designer to explain it. It also worked the other way around, I could also help other programmers with the code if help/discussion was needed and if a designer was curious about how the code worked. In that way of working, we were able to learn from each other and come to a greater understanding of each other's work and the weight of teamwork.
What I aim to accomplish at future workplaces, is to become proficient enough to create some of the ambitious gameplay mechanics that I am unable to create right now.
Want to get in contact with me? You can find my all contact information and social media at the bottom the page and in my resume at the top.