Alexander Andrejeff Help

Portfolio

Me!

Hello, I'm Alexander "Lum" Andrejeff, a Game Designer based in Stockholm, Sweden.

 

I am currently in my first year at Futuregames, specializing in Character Design akin to Overwatch heroes, Valorant agents, and League of Legends champions.

 

As a Game Design student at Futuregames, I'm building on 4 years of Unity & C# experience and over 2 years with Unreal & C++ where I have driven successful projects both independently and collaboratively.

 

Take a look at some of the projects I've worked on in my Portfolio below.

ANGEL

A portfolio piece showcasing my work on a clone of Valorant. This project is intended to demonstrate my proficiency in Character Design, Unreal Engine, Blueprints and Angelscript.

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).

 

Platform: Windows
Engine: Unreal Engine
Genre: Puzzle Adventure
Team Size: 10
Duration: 4 weeks @ Futuregames (2025)

    ROLES AND RESPONSIBILITIES

    Lead Game Designer, Level Designer, Puzzle Designer, UI/UX Designer, and Assistant Programmer (C++).

    TOOLS

    Unreal Engine 5 (C++ & Blueprints), JetBrains Rider, Perforce, JIRA, Miro, Discord.

    SCREENSHOTS

    Screenshot of the bedroom in Palindra, during the past timeline, holding the time-travel mirror.
    Screenshot of the fireplace in Palindra, during the present timeline.
    Screenshot of the piano room in Palindra, during the past timeline.

    BREAKDOWN

    NEON RIVALRY

    Neon Rivalry is a couch co-op 3D fighting game created in Unity during a game project course in High School (LBS Kreativa Gymnasiet, Gothenburg, 2024).

     

    Platform: Windows
    Engine: Unity
    Genre: Couch Co-op / Fighting
    Team Size: 6 (2 Programmers, 4 Artists)
    Duration: 7.5 months (August 2023 - April 2024) @ LBS

      ROLES AND RESPONSIBILITIES

      Lead Game Designer, Scrum Master, Playtest Coordinator, Combat System Designer, Game Balance, UI/UX Design, Programmer ( C#).

      TOOLS

      Unity, JetBrains Rider, GitHub, Trello, Google Drive, JetBrains Qodana, JetBrains Space.

      SCREENSHOTS

      Character Select in Engine (Unity)
      Neon Rivalry Combat #1
      Neon Rivalry Combat #2

      PLORA

      PLORA is a 3D infinite runner with a 2D-perspective created in Unity by a 14-member team as part of Game Project 1.

       

      Platform: Windows
      Engine: Unity 6.0 HDRP
      Genre: Infinite Runner (3D in 2D-perspective)
      Team Size: 14 (4 Programmers, 6 Artists, 3 Designers, 1 Producer)
      Duration: 2.5 Weeks @ Futuregames (2024)

        ROLES AND RESPONSIBILITIES

        Lead Gameplay Programmer, Technical Designer, Tools Programmer.

        TOOLS

        Unity, JetBrains Rider, Perforce, GitHub, JIRA, Miro.

        SCREENSHOTS

        Plora main menu screen.
        Early gameplay with dialogue showing.
        Plora Gameplay later in the game.

        DEAD SECTOR

        Dead Sector was created as a month-long collaborative project between Futuregames Malmö and Warsaw. Scavenge for gear, grow stronger, and master melee, ranged, and powerful special attacks to survive.

         

        Platform: Windows
        Engine: Unity
        Genre: Action / Roguelike-style Scavenge
        Team Size: 16 (5 Programmers, 7 Artists, 3 Designers, 1 Producer)
        Duration: 7 weeks @ Futuregames (2025)

          ROLES AND RESPONSIBILITIES

          Lead Gameplay Programmer, Gameplay Designer, Technical Designer, Level Designer.

          TOOLS

          Unity, JetBrains Rider, Perforce, JIRA, Miro.

          SCREENSHOTS

          Screenshot of a grenade exploding and killing multiple enemies.
          Screenshot of the final boss fight of Dead Sector.
          Screenshot of some dialogue at the start of the game, in Dead Sector.

           

          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.

           

          Platform: Windows
          Engine: Unity
          Genre: 2D Platformer
          Team Size: 3 Programmers
          Duration: 3 days @ Futuregames (2024)

          STOKOS cover art

            ROLES AND RESPONSIBILITIES

            Technical Designer, Level Designer

            TOOLS

            Unity, JetBrains Rider, GitHub

            BREAKDOWN

            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.

             

            Platform: Windows
            Engine: Unity
            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

              26 October 2025