WELCOME!

2025-05-10 Hi, thank you for visiting my portfolio!

Feel free to look around, but as you can probably see there's not a lot going on here :( That's because it's currently under constructionPlease swing by in a month or so for a new and improved version. In the meantime you're more than welcome to check out my social platforms or just send me an email, my about page is just about done so you can find some more information thereAll the best, Tove <3

SPECIALIZATION

My second year specialization projects. A UI-editor where you can create menus and a model viewer where you can preview 3D-models and textures. Both created for our custom built game engine.


GAMES

A selection of games I've worked on. Most of them are made as projects from my time at The Game Assembly, press the image to read more about my contributions

DEVLOG

As soon as this homepage is done, my next plan is to expand my knowledge even further while working in Unity. I plan to do this with a fun little 2D game, the details are not fully fleshed out yet but I have a general idea of what I want to make.

I find that this kind of side project is a very motivating way to not only dig deeper into areas that you love, but also expanding on areas you haven't paid as much attention to before. Writing things down and reflecting on what I've learned helps things stick to my brain, so why not write a devlog while I'm at it :)

ABOUT ME

Hi! I'm Tove – a game programmer from Stockholm, Sweden. Currently working at Wishfully in Gothenburg.

I recently graduated from The Game Assembly (TGA), where I spent two intense but rewarding years learning the ins and outs of game programming through hands-on projects and close collaboration with artists, level designers, and other programmers. You can see some of the projects I've worked on here.Before that, I worked in retail as a Store Controller – a role that combined planning, coordination, and leadership. That experience taught me the value of good teamwork and clear communication, something I’ve brought with me into game development.Whether it’s working with gameplay features, creating helpful tools, solving tricky bugs, or planning the next sprint, I’m always up for the challenge.

If you want to get in touch with me, please feel free to send me an email (tovelaursen@hotmail.com) or contact me on LinkedIn. I’d love to hear from you! :)

Model viewer

This project was made while developing out custom game engine during my second year at The Game Assembly. A tool created using ImGui where you can create preview textures and models as they will be rendered in game.TIMEFRAME 1 weeks (20h/week)
ENGINE In-House (Friendship Engine)


GOALS

  • Make it possible for our graphic designers to quickly verify models as well as textures, confirm pivot points and preview their assets in different lighting.

  • Create a user friendly program that is stable and unaffected bu eventual bugs coming up while we are working on the engine.

MOTIVATION
While we were working on our custom game engine, our graphic designers needed a more efficient way to confirm assets created for the game. I saw an opportunity to create a modelviewer, in which they can preview their models as they will be rendered in game.

PROCESS
I made the modelviewer into it’s own program, to keep it as contained as possible. Next I added the floor, gizmo, and a simple menu using Dear ImGui.
The drag & drop function was implemented together with a observer pattern, sending a filepath to the main program where the mesh will be loaded and displayed onto the viewport. I had to rewrite some parts of the engine’s mesh import pipeline to make it work.

ERROR MESSAGES
The textures are found automatically by the name of the material that is baked into the mesh, and if that’s not found it searches by filename. If there’s no corresponding texture a error message is displayed and the mesh will receive a default texture.
I thought was really important to add was legible error messages, making them readable for non-programmers since this will save time and effort for everyone involved and give the graphic designers clearer information on what's going on.


FINAL THOUGHTS
This was a very fun tool to make! As our engine progressed I kept making updates to it to make sure the graphics were up-to-date, and it was always fun to revisit.
Two things I would’ve added if I have had more time is to be able to change the pixel shader in runtime and to preview different animations.

Limu: The dream child

This game was a first year school project at TGAGENRE Puzzle adventure for mobile, inspired by Monument Valley
TIMEFRAME 6 weeks (20h/week)
TEAM 5 programmers, 4 artists, 2 level designers
ENGINE Unity
LINK itch.io

MY CONTRIBUTIONS

  • Animation controller

  • Gameplay features

  • General project management

Kurt's night shift

This game was part of a Game jam hosted by Climax Studios. It's also been ranked #1 most fun game to speedrun by my 8 year old niece :PGENRE Puzzle
TIMEFRAME 48 hours
ENGINE Unity
LINK itch.io

MY CONTRIBUTIONS

  • Level design

  • Gameplay features

Magical girl delivery service

This game was a first year school project at TGAGENRE Platformer
TIMEFRAME 12 weeks (20h/week)
TEAM 6 programmers, 4 artists, 3 level designers
ENGINE TGE (School's own framework) and Unity as level editor
LINK itch.io

MY CONTRIBUTIONS

  • Editor tools

  • UI

  • Gameplay features

Pannkakstårtan

This game was a first year school project at TGAGENRE Top-down adventure RPG
TIMEFRAME 8 weeks (20h/week)
TEAM 5 programmers, 4 artists, 2 level designers
ENGINE TGE (School's own framework) and Unity as level editor
LINK itch.io

MY CONTRIBUTIONS

  • UI and dialogue system

  • Tools

  • Import pipeline from Unity to TGE

  • Implementation of systems such as event handler and scene manager

Spite: the mask of Birgitte

This game was a second year school project at TGA. The second project we made using our own custom engine. After a group deliberation we decided to implement a ECS instead of using a component based system. You can read more about it hereGENRE Hack and Slash, inspired by Diablo III
TIMEFRAME 9 weeks (20h/week)
TEAM 6 programmers, 5 artists, 3 level designers
ENGINE Custom engine and Unity as level editor

MY CONTRIBUTIONS

  • Editor

  • UI

  • Implementation of the sprite rendering pipeline

  • Scene manager

  • Exporting/Importing pipeline from Unity to custom engine

On the Goose

This game was a second year school project at TGA. Made in a custom engine me and my team developed from scratch, using Unity as level editorGENRE First person action adventure, inspired by Mirror's Edge
TIMEFRAME 15 weeks (20h/week)
TEAM 6 programmers, 5 artists, 3 level designers
ENGINE Custom engine and Unity as level editor
LINK itch.io

MY CONTRIBUTIONS

  • Menu Editor read more

  • Modelviewer read more

  • Visual Scripting implementation using ImGUI

  • Debug Drawer using DirectXTK

  • Co-developing a VFX system with my teammate Devia

Video of my teammate David using the Editor and Visual Scripting tools I developed

Bergtagen

This game was a second year school project at TGAGENRE Online co-op horror
TIMEFRAME 6 weeks (40h/week)
TEAM 6 programmers, 5 artists, 3 level designers
ENGINE Unreal Engine 5 (using AngelScript)
LINK itch.io

MY CONTRIBUTIONS

  • Gameplay features

  • UI