Timothy Lennryd

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My Game Development Journal

Here's my CV

My Portfolio

Attending Grit Games in Malmö for two years has taught me lots of things.
We’ve had four group projects, spanning 3 – 5 weeks, to create games with our gathered experience.
Here are some highlights of what I’ve done there.

Paragliding

In the latest group project we aimed for a Breath of the Wild-like game. I was responsible for the paragliding (owl gliding…) among other things.

It’s possible to upgrade the gliding, to give the player better controls while in air, and to diminish its stamina drain, all shown in the video. But it’s hard to see how it feels of course.
I’ve made the ability using GAS (Gameplay Ability System). The programmer who started the character decided early to use it, so to be able to pitch in I had to learn it too.

Nodes in Unreal Engine for the paragliding loop code.
Nodes in Unreal Engine for making two line traces looking for ground before enabling paragliding.

 

Skill Tree System

One of the other things I was responsible for was making the skill tree system.
The idea was to have several skill trees, unlockable by finding spirit beasts, each unlocking a set of skills to improve abilities and base attributes of the character.

All of the skills work, giving the player boosts in different attributes. Removing them is correctly removing the boosts. Made simple by GAS.
The code for the Skill Tree Component is not using GAS, only the skills and the application of them is.
The component has 21 custom made functions.
The hardest part about this component was to make it possible to remove not just one skill at a time, but to let the player remove a skill higher in the hierarchy and then make sure all skills downstream also was removed correctly.
It works like a charm now, and below are some images of these nodes.

Nodes in Unreal Engine for when player remove skill in skill tree.
Nodes in Unreal Engine for when player removes many skills at the same time in skill tree.

 

Rolling Character Controls

In the first group project (spring, 2025), I made the controls for a rolling character.
Unreal Engine will not let you have both their built in physics for balls and control over that ball… So I put at least two weeks into making it myself.

The concept was a character that could switch shape between a sphere, cube and a pyramid (triangular, so technically a tetrahedron). The shapes would grant different platforming abilities and also different physical behaviour of course.
For the slope rolling, I used a fluid Walkable Floor Angle depending on movement speed but also on pushing force of the controller.
To make it look like you roll I had to manually rotate the sphere mesh, depending on movement speed and direction.

Nodes in Unreal Engine for animating the rolling and changing walkable floor angle for the player character.