Open to junior gameplay programming roles

Ossian
Däckfors

Gameplay Programmer

Game programmer focused on gameplay systems, real-time simulation, and engine-level tools. I build systems that are modular, data-driven, and easy for designers to iterate on.

  • C++
  • Unreal
  • C#
  • Unity
  • Python
01 — Projects

Projects

Voxel terrain generated from Perlin noise, with rolling green hills 01

Voxel World/Asset Generation

Voxel Generator

Procedural terrain generation with chunk-based streaming

  • Unity
  • C#
  • Solo project
  • 4-6 weeks
Top-down view of Time to Breach combat in a neon-lit sci-fi arena 02

CRPG

Time to Breach

Role: Time Rewind System

  • Unreal
  • C++, Python
  • 8 people
  • 4 Weeks
Thrall key art: a possessed knight glowing green in front of a church at night 03

Doom Shooter Action Game

Thrall

Role: Projectile System

  • Unreal
  • C++
  • 13 people
  • 7 weeks
Scapegoat key art: a chained, blood-powered sword among ruined pillars 04

Hack and Slash Action Game

Scapegoat

Role: Save & Progression Systems

  • Unity
  • C#
  • 14 people
  • 4 weeks
02 — About

About Me

I’m Ossian Däckfors, a game programmer focused on gameplay systems, real-time simulation, and engine-level tools. I study Game Programming at Futuregames, working mainly in C++ (Unreal) and C# (Unity).

I build systems that are modular, data-driven, and easy for designers to iterate on. My work centers on making technical features that feel good to use and integrate cleanly with the rest of production.

Before Futuregames I studied mathematics and information science, worked in logistics and hospitality, and volunteered in wildlife rescue in South Africa—experiences that taught adaptability and structured problem solving, both useful in game development.

I’m currently looking for a junior position in gameplay programming, but I’m also open to tools or generalist roles where strong technical communication and system design are valuable.

Toolkit

  • C++
  • Unreal Engine
  • C#
  • Unity
  • Python