Erik Ahlund


Games Are More

Than Bits Of Code

Projects


About Me


Having studied video game programming in one of the top universities for the field and then worked for Ubisoft in the development of Assassin’s Creed Odyssey, I have learnt that in games development there are always new challenges and you constantly need to learn new things.



I really enjoy these challenges and I have come to realise that I’m very good at learning new complex things rapidly.
For example, when developing our first 3D game with our own 3D engine, we decided to build a hover racer called Vertigo Rush (similar to Redout). The only problem was that we were not allowed to use a third-party physics engine, so I developed my own physics engine in just over a week. (Before this, I didn’t even know what a quaternion was!)


At Ubisoft I worked as a gameplay programmer in the dialogue team. One of my main responsibilities was developing an algorithm to select idle animations, based on emotions, for procedural dialogues. I also worked directly with the writers and artists building various tools to simplify their workflow.



Wanting to broaden my programming skills and learn more about dialogue systems, I joined the conversational AI start-up RealWorld Solutions. As lead developer I am designing, building and maintaining several systems such as a modal engine, a lexer and parser for a custom scripting language, a tool to visually create dialogues, etc.



The time at RealWorld Solutions is allowing me to expand my knowledge in areas such as managing databases, server-side scripting, integrating external applications via REST APIs, PHP and JavaScript and developing algorithms to analyse and tokenize strings.

Skills

(Sorted by Comfort)

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