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Volumetric Fog

Specialization

I wanted to delve deeper into graphics programming and learn more about DirectX 11. So, when I found an implementation of volumetric fog that utilizes 3D textures and compute shaders, I got excited. I had heard about compute shaders and how powerful they can be, but I had never used them before. I chose to implement this in our engine Aurora and hoped that it would be used in one of our game projects.

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About Me

Hello! My name is Isak, and I'm an engine and tools programmer currently studying my second year of game programming at The Game Assembly in Malmö.

Ever since I was young, I have been intrigued by how games work and how they are created. I have now had the opportunity to explore many parts of game development and have found myself most interested in game engines and tools. 

I have loved to work on Aurora Borealis, and to see it being used gives me the energy and motivation to work even harder.

I am part of The Game Assembly’s internship program. As per the agreement between the Game Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 23rd.  

Any internship offers can be made on May 6th, at the earliest.