Carl Uvebrant

Game Programmer

Gameplay programmer at Delta Game Studios, writing the C++ for a WWII tank game. Ten years as a network technician before this. The Game Assembly taught me C++ across eight team projects; another 2,000 hours of solo Unreal taught me the rest.

Featured Projects

The tank game I work on now, two long solo Unreal builds, and the team projects from The Game Assembly.

CanStrike gameplay Team Project

CanStrike

In-house Engine ~260 hours

Fast arena FPS in the school's FireFly engine, aimed squarely at Doom 2016. I did the FMOD audio integration, set up Perforce for the team, and built the online scoreboard.

AutoAnarchy Solo Project

AutoAnarchy

Unreal Engine 5.4 ~920 hours

My longest solo build. Open-world car survival in UE5: HTN-based AI, the whole vehicle stack, and dedicated server support. My Summer Car crossed with Mad Max.

Zenith gameplay Team Project

Zenith

In-house FireFly ~120 hours

Six weeks at half time on the FireFly engine. Kena: Bridge of Spirits was the bar we were aiming at.

Spite gameplay Team Project

Spite: Journey to the Top

In-house FireFly ~120 hours

Diablo-style action RPG developed as part of The Game Assembly curriculum.

WorldWar Solo Project

WorldWar

Unreal Engine 4-5 ~1020 hours

A thousand hours of open-world survival across UE4 and UE5. I wrote the vehicle, firearm and health systems, and wired up the Steam and Discord APIs.

CanStrike Multiplayer Solo Project

CanStrike Multiplayer

In-house FireFly ~180 hours

Extended CanStrike with full multiplayer support. Includes dedicated server running on home infrastructure.

Carl Uvebrant

About Me

I spent ten years as a network technician and integrator before I switched to games. That background still shows: on most projects I end up owning the version control, the build server and the crash reporting as well as my own code.

I work mostly in Unreal with C++ and Blueprints, and I've also shipped in Unity and in two in-house C++ engines at The Game Assembly. I graduated from there after a 30-week internship at EODynamics.

C++ Unreal Engine Unity C# FMOD Perforce Git Steam API

The Game Assembly Projects

8 team-based game projects completed during my education, working in teams of up to 30+ people.

Brewmaster

Brewmaster

In-house TGE ~120 hours

Top-down adventure in the TGE engine, in the shape of Arietta of Spirits.

Popover

Popover

In-house TGA ~120 hours

A platformer built around a single mechanic, the way Bomb Chicken is.

Magequit

Magequit

In-house TGE ~120 hours

Top-down shooter, TGE engine. Closest reference is Task Force Kampas.