Christopher Vedlund Graphics & Gameplay Programmer

Procedural Animations Using Inverse Kinematics

Procedural Animations Using Inverse Kinematics

I developed an inverse kinematics solver using the FABRIK algorithm and used it to replicate Uncharted 4’s subtle hand animations in my custom DirectX 11 game engine.

Group Projects

Project 1: Finders Keepers

Travel through time, and with the power of a handy zapper, outsmart and outrun your alien pursuer.

Project 3: Ghost in the Shield

Pursued and dismembered by the corrupt police force, you find a talking prosthetic shield-arm and forge a symbiotic alliance to topple your dystopian city from the ground up by deflecting, attacking and navigating platforms all the way to the top.

Project 5 & 6: Spite: Decrepit Depths

Play as a capable but underestimated spellcasting scholar who will stop at nothing in her pursuit for knowledge; no matter if the undead await in the Decrepit Depths...

Project 7: B.O.O.M

Clear the bio-nuclear research facility overtaken by robot scientists. Gun them down before they launch a ballistic missile that will exterminate all of humanity.​

Hobby Projects

GMTK 2024: Grapple Ascent

You are a mechanicly engineered Yo-Yo built specificly by a foreign civilization to scale an infinietly reaching mountain.

Zengine

I built my own C++ game engine with DirectX, starting in the Applied Graphics Programming course at TGA and later continuing as a personal project.