Portfolio
Hello, I'm Alexander "Lum" Andrejeff, a Game Designer based in Stockholm, Sweden.
I study at Futuregames, specializing in the design and development of gameplay mechanics, complex systems, and backend tech (engine and tooling).
Over 6 years in Unity/C#, 3 years in Unreal, and 2 years with C++, and Angelscript.
Experienced using CI/CD pipelines, AGILE project workflows, and as a product-owner.Through my background in programming, I bring a unique perspective on game design, tying engineers, gameplay programmers, and designers together.
FATE
‘FATE’ is an online-multiplayer Destiny-inspired "Raid-like", combining the best parts of Destiny's gunplay with its raid mechanics.
GAME INFO
Battle your way through challenging encounters featuring mechanics and puzzles that challenge you and up to two friends. Battle swarms of enemies, grow stronger, and conquer The Ruined Guardian.
Engine: Unreal Engine 5.7 (custom angelscript fork)
Genre: 'Raid-like' (FPS + Destiny Raid + Rogue-lite)
Team Size: 10 (4 Designers, 4 Programmers, 2 VFX/Animators)
Duration: 7 weeks @ Futuregames (2026)
ROLES AND RESPONSIBILITIES
- GAS (Gameplay Ability System)
Designed and implemented all GAS architecture including attributes, classes, abilities & effects, etc.
- Guns, Abilities, and Heroes
Designed and implemented gun-feel akin to Destiny and Halo. Implemented core abilities including shoot, reload, ADS, and more.
View my most extensive script here: GunComponent.as
- Enchantments (upgrades)
Designed and implemented 'enchantments' (rogue-lite upgrades). The design of each was catered toward each hero's playstyle, including some that were unique to the hero.
A non-exhaustive list can be viewed here.
- Netcode
Worked with the AdvancedSessions plugin, SteamSockets, SteamSubsystem, and more to connect clients to each other.
RPCs and Replication were used for syncing game-state across clients.
Combat Systems, Interaction, (GAS) Attributes, Abilities, Effects, UI, Puzzle Subsystems
C++ core architecture (extended in Angelscript by self and team members)
Main & Pause menus (Session-handling, extensive settings options)
DLSS implementation
TOOLS
Unreal Engine 5.7, JetBrains Rider, Visual Studio Code, Diversion, Perforce, Trello, Miro.
BREAKDOWN
RYFT
‘RYFT’ is a first-person parkour speedgame set in a retro synthwave world.
GAME INFO
Dash, grapple, and jump your way through a retro synthwave world where the only goal is to go FAST!
Engine: Unreal Engine 5.8 (custom angelscript fork)
Genre: Parkour/Speedgame
Team Size: 6 (3 Designers, 3 Programmers)
Duration: 4 weeks (+2 pre prod.) @ Futuregames (2026)
ROLES AND RESPONSIBILITIES
- GAS (Gameplay Ability System)
Designed and implemented all GAS architecture including attributes, classes, abilities & effects, etc.
- Player Movement
Designed, prototyped, iterated, and fully developed the movement abilities including dash, grapple, mantle, and more.
Movement went through half a dozen iterations, built on over 25 playtests.
- UI/UX
Designed, implemented, and iterated on all the user interfaces.
Read more about my work on the UI in the design breakdown.
- Subsystems
Designed, unit tested, and fully developed the architecture and systems that the game runs on, including six different subsystems which control game logic, level transitions, and more.
TOOLS
Unreal Engine 5.8, JetBrains Rider, Visual Studio Code, Diversion, Trello.
BREAKDOWN
ANGEL

A portfolio piece showcasing my work on a clone of Valorant.
This project is intended to demonstrate my proficiency in Hero & Ability Design, Unreal Engine, Blueprints, and Angelscript.
Skills & Tools
I am experienced in C#, Blueprint, and Angelscript, with limited experience in C++ and Java.
In March 2026, I held two official lectures at Futuregames Stockholm where I planned and organized lectures on Angelscript in collaboration with the teaching staff at the time.
I am well-versed in Unreal's Gameplay Ability System (GAS), data-driven development, developing systems and tooling, and making networked multiplayer games using replication.
I can rapidly prototype, iterate, and develop gameplay mechanics and systems, and I often make engine divergences and tooling.
Additional Skills & Software
Markdown
GitHub (CI/CD)
Machinations
XML
Perforce
Miro
Visual Studio Code
JIRA
Figma
JetBrains Rider
Slack
Notion
Autodesk Maya
Trello
Lucidchart
SOMNIUM
‘Somnium’ is a retro-inspired first-person dungeon crawler.
Winner of the 'Best Debut Game' award at the Future Game Awards.
GAME INFO
Crawl through a hand-crafted dungeon with two weapons and enemy types. Grab the dream, power-up, and make your escape.
Engine: Unity 6
Genre: Dungeon-crawler
Team Size: 11 (4 Designers, 4 Programmers, 3 VFX/Animators)
Duration: 2.5 weeks @ Futuregames (2025)
ROLES AND RESPONSIBILITIES
Combat & Tech Designer, Programming.
- 3C (Character, Camera, Controls)
Designed and implemented the player's camera and controls, tuning the experience for the XBOX adaptive controller, and an audience of ages 4-9.
- Combat System
Designed and implemented two weapons: the Dagger, and the Staff.
Implemented the 'kick/force-push' mechanic, enabling the player to knock back enemies and environmental objects.
- Enemy AI and Combat
Designed and implemented both enemy's AI and attack patterns.
- Interaction System
Designed and implemented the game's interaction mechanics, enabling players to pick up items and weapons.
TOOLS
Unity, JetBrains Rider, Perforce, Trello, Miro.
LINKS
BREAKDOWN
NEON RIVALRY
Neon Rivalry is a couch co-op 2.5D fighting game created in Unity during a game project course in High School (LBS Kreativa Gymnasiet, Gothenburg, 2024).
Winner of the 'Best Trailer' award at the LBS Game Awards.
GAME INFO
Pick a fighter and challenge your friend in this couch co-op fighting game. Utilize your light and heavy attacks or combo with aerial moves to best your opponent!
Features licensed music from the band Anbaric.
Engine: Unity
Genre: Fighting
Team Size: 5 (1 Designer/Programmer, 4 Artists)
Duration: 7.5 months (August 2023 – April 2024) @ LBS
ROLES AND RESPONSIBILITIES
Game Designer, Product Owner, Scrum Master, Programmer (C#).
- State Machine
Implemented the game state flow for menus, gameplay, and match transitions.
- Combat System
Designed and implemented the core combat logic and player-vs-player interactions.
- 3C (Character, Camera, Controls)
Designed and implemented the player-facing controls and camera behaviour for the fighting experience.
TOOLS
Unity, JetBrains Rider, GitHub, Trello, Google Drive, JetBrains Qodana, JetBrains Space (CI/CD).
LINKS
BREAKDOWN
PALINDRA
‘Palindra’ is an atmospheric puzzle game with a time-travel mechanic. The game was created as part of the Game Project 3 course at Futuregames, Malmö (2025).
GAME INFO
Traverse two distinct timelines, collecting information from the present, and applying it in the past to alter the other time, leading you one step closer to solving what happened to the old queen.
Engine: Unreal Engine 5.3
Genre: Puzzle Adventure
Team Size: 10 (1 Designers, 3 Programmers, 6 Artists)
Duration: 6 weeks @ Futuregames (2025)
ROLES AND RESPONSIBILITIES
Game Designer and Associate Programmer (C++).
- Level Design
Designed the playable spaces and player flow around the game's time-travel mechanic.
- Puzzle Design
Built and iterated on environmental puzzles that use past/present state changes to progress.
- UI/UX Design
Created the interface to support puzzle readability and player guidance.
TOOLS
Unreal Engine 5 (C++ & Blueprints), JetBrains Rider, Perforce, JIRA, Miro, Discord.
LINKS
BREAKDOWN
About Me
Other Projects
STOKOS

STOKOS is a 2D celeste-like platformer created as part of a 3-day game jam with some friends at Futuregames.
Engine: Unity 5
Genre: 2D Platformer
Team Size: 3 Programmers
Duration: 3 days @ Futuregames (2024)
ROLES AND RESPONSIBILITIES
Tech & Level Designer
TOOLS
Unity, JetBrains Rider, GitHub
LINKS
Prototyping Course
This project was created as part of the Prototyping Course at Futuregames, where the goal is to prototype a game that focuses on the 3C's of game design. (Character, Camera, and Controls).
A detailed breakdown is available as it was produced as part of the assignment.
Engine: Unity 6
Genre: 3D Platformer
Team Size: Solo
Duration: 7 days @ Futuregames (2025)
ROLES AND RESPONSIBILITIES
Solo Developer (Designer/Programmer/Artist)
TOOLS
Unity, JetBrains Rider, GitHub, Notion
BREAKDOWN
Board Game Design Course
We created a board game entirely from scratch, designed as part of the Board Game Design Course at Futuregames.
A detailed breakdown is available as it was produced as part of the assignment.
ROLES AND RESPONSIBILITIES
Designer, Playtester, Documenter
TOOLS
Google Sheets (Excel), Google Docs, Miro











