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      <image:title>Work - Game development tools</image:title>
      <image:caption>Quick preview of a small decal system</image:caption>
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      <image:title>Work - Game development tools</image:title>
      <image:caption>A tool for level designers making platformers.</image:caption>
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    <loc>https://fredrikholmgren.squarespace.com/work/game-projects-49ft2</loc>
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    <lastmod>2026-02-09</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/5c3dac6eb98a780261b54145/1565862556641-T8N1LF47LH5H935PRHND/GP3PosterWithTextLoRes.png</image:loc>
      <image:title>Work - Game Projects at FutureGames - The Owlchemist: Mire of Malice</image:title>
      <image:caption>The Owlchemist: Mire of Malice is a game developed during a 7 week period at FutureGames in Stockholm. It’s a survival-RPG game for the PC where the player takes the role of the Owlchemist. The game features classic mechanics from both the survival- and RPG-genre such as active story telling and progression as well as crafting, resource handling, combat and quests. My role during the development: - Lead programmer and coordinator between the programmer team, the designer team and the artists. - Development of procedural navigation mesh generation. - Navigation systems. - AI development. - Movement controller. - Animation event handler. - Development tools for the designers. The programming team’s focus was on all the systems within the game, excluding sound. We also implemented animations the artists made, animation events, AI, procedural navigation mesh generation, crafting systems, shader- and vfx-handling systems, our own ECS system which handled the whole game, the level streaming, development tools programming, movement systems and UI + UI functionality. The game was submitted to the Swedish Game Awards for the category of the runner-ups as well as the GDC. Further development might come depending on the reception of the title.</image:caption>
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      <image:title>Work - Game Projects at FutureGames - Octorush</image:title>
      <image:caption>Octorush is a game developed during 2 weeks at FutureGames in Stockholm 2019 during the game project 2 course. It’s a time-attack 3D platformer where physics manipulation and user experience was heavily emphasized by the programmer team. My role during the development: - Lead programmer and coordinator between the programmer team and the game design team. - Development of the human interaction systems. - Camera development. - Character systems and movement controller. - UX programming together with the technical designer. The user experience was something I was particularly invested in as we didn’t have very much time for the development of the final product, but we as a team wanted a smooth and interactive experience which felt as good as it possibly could. The game was submitted to the Swedish Game Awards for the category of the runner-ups as well as the GDC. Further development might come depending on the reception of the title.</image:caption>
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      <image:title>Work - Game Projects at FutureGames - Blockit</image:title>
      <image:caption>Blockit is a mash-up between the classic game Tetris, the brawler genre and puzzle games. The game was developed during a 3 week period on a 6-man team with 2 2D artists, 2 game designers and 2 programmers. 2 players are pit against each other with the goal of building the tallest tower with the randomized blocks given. In order to secure the victory both players can combine certain power-up- and energy blocks with different abilities to stagger the progress of the opponent before the timer runs out. My role during the project: - Tools development for the designers. - Game physics. - Gameplay, power-ups. - Engine layering and object recognition systems. The game was submitted to itch.io and can be played over your internet browser. Link to Blockit</image:caption>
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    <loc>https://fredrikholmgren.squarespace.com/work/game-projects-at-studios-mb69a</loc>
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    <lastmod>2026-02-09</lastmod>
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      <image:title>Work - Game Projects at studios - Baxter</image:title>
      <image:caption>I worked with the pre-production and production on Project Baxter, a project in collaboration with Wizards of the Coast. Main tasks included integration of middle-ware (Wwise) into Unreal Engine 5, maintenance and manufacturing of audio tech and tools for the entire team to use, optimization and haptics. Project was cancelled before it’s release.</image:caption>
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      <image:title>Work - Game Projects at studios - Payday 3</image:title>
      <image:caption>I was part of the production of the game Payday 3 (released 2023) at Overkill Studios, Starbreeze, as an Audio Programmer. Main tasks included backend maintanence, development tools for the audio team, creation of resources for audio designers to use, documentation and optimization for audio.</image:caption>
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      <image:title>Work - Game Projects at studios - Unannounced game</image:title>
      <image:caption>Unnanounced game published by Axolot Games. More info will come after the release. My main tasks are systems programming, networking, sound systems and implementation as well as gameplay &amp; UI.</image:caption>
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    <image:image>
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      <image:title>Work - Game Projects at studios - Wardens</image:title>
      <image:caption>Wardens is a Collectible Card Game set in an imaginative fantasy world built by Richard A. Knaak (World of Warcraft &amp; Diablo). Using strategy with character positioning, team compositions and combos with abilities to defeat opponents, players work their way through the competition in this free to play collectible card game with familiar positioning mechanics from the classic game Chess. During the early stages of the game’s development I worked as an intern at the studio. Some of the features I worked on was the abilities and how to communicate their effect from the server side to both clients and the mana-system. I also worked on some of the earlier animation queues from the server to the clients’ side and team composition spawning. Link to Wardens</image:caption>
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