Alexander Andrejeff Help

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.

PvP Footage
Firing in the Shooting Range as Izanagi

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.

Available on steam soon!

Chopped-up gameplay footage of RYFT.
UI created by me.

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

WIP footage of the Angel Project

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.

Abilities gif
Drop gun gif

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.

Screenshot of the staff weapon unlock.
Screenshot of multiple enemies on screen at once.

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.

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.

Neon Rivalry Combat #1
Neon Rivalry Combat #2

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).

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).

Screenshot of the fireplace in Palindra, during the present timeline.
Screenshot of the piano room in Palindra, during the past timeline.

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.

BREAKDOWN

 

About Me

 

Other Projects

STOKOS

STOKOS cover art

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

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

BREAKDOWN

19 October 2026