My name is David Nilsson and I am a junior developer who has recently graduated from The Game Assembly. My strengths are communication, coding and versatility. C++ and C# are my main languages. I've dabbled in lua scripting as well.
At TGA I've been coding gameplay, menus, sound and animation implementation for our projects. A little later I also learned DirectX 11 while we were making our own game engine and editor together called Aurora Borealis. I also helped code gameplay and optimizing the game whenever it was needed.
I finished my internship and continued working at a small company called Indoor Sunglasses mainly as a programmer working on Mind Diver.

I spent a lot of time solving bugs, implementing some new features and changing existing ones to work with new requirements as well as implementing LODs and helping out simplifying the workflow for processing scanned objects. I also got to branch out with this being a small team so I also created some VFX and particle effects.
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 loved seeing other try out the player movement I had coded and give me feedback on what they felt needed to change or what they really liked.
Nowadays, while I'm looking for programming jobs I work at Sherlocked in Malmö, come by and say hello why don't you!
The first game created by Indoor Sunglasses which is closing in towards release. It's a detective and puzzle type game where the player dives into the mind of a woman called Lina who's looking for her missing boyfriend, Sebastian. Lina is afflicted by memory problems and cannot remember what has happened and it's up to the Mind Diver to repair her memory using a new revolutionary technique!
The first game created by Indoor Sunglasses which is closing in towards release. It's a detective and puzzle type game where the player dives into the mind of a woman called Lina who's looking for her missing boyfriend, Sebastian. Lina is afflicted by memory problems and cannot remember what has happened and it's up to the Mind Diver to repair her memory using a new revolutionary technique!
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!
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!
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.
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.
"Four player chaos. Two player duels. One-hit-kill. Shoot, dash, and slash to annihilate your friends(?) in this intense platform fighter."
The eight project made by Arcturus Studios. A party game focused on fast-paced combat inspired by Samurai Gunn II. This is where we were finally able to rely fully on our own engine and editor, with no Unreal engine involvement what so ever!
"Four player chaos. Two player duels. One-hit-kill. Shoot, dash, and slash to annihilate your friends(?) in this intense platform fighter."
The eight project made by Arcturus Studios. A party game focused on fast-paced combat inspired by Samurai Gunn II. This is where we were finally able to rely fully on our own engine and editor, with no Unreal engine involvement what so ever!
"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!
"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!
"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.
"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.
"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!
"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!
"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.
"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.
"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.
"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.
"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!
"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!
"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.


