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Creative and detail-oriented costume designer and pattern maker transitioning into game programming
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A creative costume designer and pattern maker, now transitioning into the world of game development. Currently studying game programming, gaining a solid foundation in design patterns, programming principles, and game engines. Enjoys combining artistic vision with technical expertise to create engaging and visually stunning game experiences. Always eager to learn and explore the creative game development process.
Purrplexed is a creative Puzzle Game where players guide a team of AI-Driven Cats, each with unique abilities, through challenging levels collecting stray cats along the way. Developed in Unreal Engine 5 using Blueprints, the game features advanced AI behaviour via Behaviour Trees and Blackboard, ensuring each cat's personality impacts gameplay.
Duration: 4 weeks, 3 people
KEY CONTRIBUTIONS: As Scrum Master and AI Designer, I led the implementation of cat behaviours, while also handling Agile Sprint Planning to keep development on track. Additionally, I created to the polished UI Design for the main menu and contributed to the HUD, further enhancing player interaction and engagement.
Download and play the game on ITCH or read more about our project here.
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Our assignment was to create a simple game using SDL and further develop our skills in C++, OOP and using Design Patterns. We chose to re-make the classic arcade game Space Invaders, keeping the original look and mechanics, but adding our own twist to it.
DURATION: 1 week, 2 people
KEY CONTRIBUTIONS: Applying OOP Principles to C++ and SDL code, paying attention to Const Correctness, Forward Declarations of classes, and function declarations in headers with definitions in cpp file. Using Object Pooling for projectiles and enemies, randomising colours, created pixel art and implemented the Update Method to keep the game loop clean. GitHub >
Dive in to this Android game and collect glittering coins to purchase new skins and trails, and rare fishes to display on your menu screen. Collect daily rewards, watch ads for soft currency or to revive in game play. IAP and loot chests available.
DURATION: 5 weeks, 4 people
KEY CONTRIBUTIONS: Drove the Test Driven Development on emulators and devices. Applied the Observer Pattern for event handling and Scriptable Objects to store variables like health and coins. Designed and implemented the shop system for purchasing items. Collaborated on implementing Unity Ads and In-App Purchasing. Google Play >
You arrive in a world shrouded in darkness where an environmental imbalance disrupted the harmony of nature. Dark creatures roam the realms and feed off the little light that's left. ARPG project made in Unity. Our vertical slice of Harmony’s Ascendance: Nature’s Rebirth aims to show a quest of healing nature and a boss fight with a Dark Creature.
DURATION: 5 weeks, 5 people
KEY CONTRIBUTIONS: Project leader and scrum master for this Agile Development project. Designed and implemented character movement on NavMesh using RayCasting, the attack and spell system with Object Pooling and collision detection, using OOP Principles. Used Scriptable Objects to manage variables and weapon stats, updated UI using Observer Pattern and added Particle and Sound Effects.
An astronaut in green crashed his spaceship on a uncharted planet while traveling through space. His spaceship is in dire condition, and now he is Stranded. Learning by doing in Unity using C#, our group pair coded this top down 2D game.
DURATION: 4 weeks, 4 people
KEY CONTRIBUTIONS: Created pixel artwork and level design, collaborated on game loop logic and quest design. Utilising Unity’s Entity-Component System and OOP Principles. Using Miro and Kanban for visual communication and planning. Link >
Exploring the performance of five popular pathfinding algorithms: Depth First Search (DFS), Breadth First Search (BFS), Best First Search, Dijkstra’s Algorithm, and A*.
DURATION: 3 days, solo
This interactive Visualisation demonstrates how each Algorithm Navigates a Maze with walkable ground, non-walkable walls, and Varying Costs for water cells. My goal was to compare the Efficiency and Paths found by each algorithm and gain insights into their practical applications and theoretical differences. GitHub >

PURRPLEXED

A Puzzle Game where I led AI Design, creating unique cat behaviours through Unreal Engine 5's Behaviour Trees. As Scrum Master, I managed agile sprints, and contributed to the polished UI and innovative puzzle mechanics. ITCH >, README >
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September 2024

PLATFORM PLUNGE

My first project in Unreal Engine 5 — a 75-second Platform Racer created with a provided framework and assets. I learned the Basics of Blueprinting and implemented a Custom Bubble Sort function to dynamically track player rankings.
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August 2024

PATHFINDING ALGORITHMS

This interactive Visualisation demonstrates how each Algorithm Navigates a Maze with walkable ground, non-walkable walls, and Varying Costs for water cells. My goal was to the Efficiency and Paths found by each algorithm and gain insights into their practical applications and theoretical differences. GitHub >
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August 2024

C# ALGORITHMS & DATA STRUCTURES

Creating my own Collection Classes (Linked List, Stack, Queue), Sorting Algorithms (Selection, Bubble, Quick) and a Self Balancing Binary Search Tree with Unit Testing in JetBrain Rider using NUnit. Integrated GitHub Workflows and Generating Documentation through Doxyfile. GitHub >
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May–June 2024

C++ ALGORITHMS & DATA STRUCTURES

Parallell to the above course, I also created my own Collection Classes, Sorting Algorithms and a Binary Search Tree in C++ with Unit Testing in JetBrain CLion using Google Tests and CMAKE. GitHub >
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May–June 2024

GET CHROMA’D

During this Game Jam, our team created a local multiplayer game over a weekend based on the theme "identity." In this game, four players are each assigned a color and must shoot themselves around the screen, eating colour-blobs to match their target color as closely as possible. My role focused intensely on developing the in-game UI and implementing the Color Theory behind assigning Starting and Target Colors, as well as updating colors as players consume blobs.
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It was an incredibly fun experience, resulting in a vibrant and engaging game that captures the essence of identity through color transformation.
April 2024

DEEP SEA ADVENTURE

Mobile game development for Android, pixel art underwater coin collector side scroller with gacha mechanics, with Observer Pattern event handling and Scriptable Objects storing variables. Rewarded Ads and IAP. Google Play >
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March–April 2024

SDL SPACE INVADERS

Applying OOP Principles and Design Patterns (Object Pooling, Update Method) to SDL and C++ programming while recreating the classic arcade game. GitHub >
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March 2024

LEARN OPENGL

In this introduction to OpenGL and OOP C++ code, covering the basics like opening a new window and render different shapes from vertices. Creating custom Vertex and Fragment Shaders. GitHub >
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January–February 2024

HARMONY’S ASCENDANCE

ARPG Agile Development project creating a vertical slice with a quest of healing nature and a boss fight. Designed and implemented character movement and the attack and spell system with Object Pooling.
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November–December 2023

STRANDED

Top down 2D game pair coding project, creating pixel artwork and level design and collaborated on game loop logic and quest design. Utilising Unity’s Entity-Component System and OOP Principles. Link >
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October 2023

ENROLLED AT FORSBERGS SKOLA
GAME PROGRAMMING

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August 2023

CLO3D AND 3D MODELLING

Learning a bit of Blender and Rhino to further my skills in CLO3D and Marvelous Designer.
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March–July 2023

PATTERN ASSISTANT AT TOTEME

Full time position at the Swedish fashion house TOTEME. Responsible for knitwear and 3D Prototyping for collections using CLO3D, prototype seamstress.
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September 2022–February 2023

PATTERN MAKER ADVANCED TRAINING

One year advanced training in computerised pattern making and handling using Gerber and CLO3D at Stockholms Tillskärarakademi.
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2021–2022

FREELANCE SEAMSTRESS, COSTUME MAKER AND STYLIST

Flat shot and still life stylist for TOTEME. Seamstress for Stylist Robert Rydberg amongst others. Private atelier tailoring, wedding dresses and costumes for stage and film.
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2017–2021

PATTERN MAKING AND DESIGN

One year program in pattern making and confection garment making at Stockholms Tillskärarakademi.
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2016

FREELANCING AND TRAVELS

Freelancing as a seamstress. Traveling in California, United States.
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2015

TEXTILE CRAFTS

One year artisan training in weaving, embroidery and dyeing techniques at Handarbetets Vänner in Stockholm.
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2013–2014

FREELANCE MAKE-UP ASSISTANT

Freelance make-up assistant at Studio 24 Roy Andersson Film Production for the feature film A Pigeon Sat on a Branch Reflecting on Existence.
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2013

FREELANCE COSTUME ASSISTANT, PROP MAKER AND SEAMSTRESS

London, UK. Prop maker at Millington Associates for retail window display eg for Nike and Harrods. Costume assistant under costume designer Charlie Watkins. Puppet Maker in the Puppet Hospital for the Tim Burton stop frame animation feature Frankenweenie.
2009–2013

GRADUATED SÖDRA LATINS GYMNASIUM

Social Studies
2009
I'm always excited to connect and collaborate on new projects. Feel free to send me an email or connect with me on LinkedIn. You can also check out some of my work on GitHub.
If you'd like to know more about my professional background, you can download my CV here. Looking forward to hearing from you!