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Island of Winds

A story-driven adventure through a mystical 17th-century Iceland, built in Unreal Engine at Parity Games — I worked on gameplay mechanics, AI systems, and performance optimization.

  • Unreal Engine
  • C++
  • Gameplay
  • AI Systems
  • Performance
Island of Winds key art — Brynhildur the Balance Keeper against a stormy Icelandic sky

My role

Software engineer at Parity Games (2024–2025) — a studio of ~20 with a four-strong engineering team. I worked on gameplay mechanics and AI systems, drove open-world performance optimization (World Partition, Nanite), and polished the game through bug fixes and system refinements — plus internal tools that sped up the team's development workflows.

Outcome

In production at Parity Games with publisher ESDigital Games — coming to PC, PlayStation, and Xbox in 2026, wishlistable on Steam now.

Island of Winds is a story-driven adventure game set in a fantastical 17th-century Iceland, steeped in the country’s actual folklore and mythology. You play Brynhildur, a young Balance Keeper who uses magic, empathy, and puzzle-solving to uncover ancient secrets and restore harmony to a fractured world — a game where “empathy encounters” with legendary creatures matter as much as combat.

Island of Winds — announcement trailer
Island of Winds — announcement trailer — watch on YouTube

The story turns on two women: Brynhildur, and her mentor Hrymja, whose abduction sets the journey in motion.

Brynhildur, the young Balance Keeper, among turf housesHrymja, Brynhildur's abducted mentor, on a windswept hillside

It’s developed by Parity Games in Reykjavík and published by ESDigital Games, headed to PC, PlayStation, and Xbox in 2026. This is my first commercial title as a professional game developer — the craft I’d been building through research, game jams, and teaching, applied to a full production with a team and a shipping deadline.

My contribution

I joined Parity as a software engineer in 2024, working in Unreal Engine across the game’s systems:

  • Gameplay mechanics — implementing and refining the moment-to-moment interactions that carry the adventure, from spellcasting to puzzles.
  • AI systems — behavior for the creatures and characters that populate the island, from legendary beings to ambient wildlife.
  • Performance optimization — profiling and tuning the streamed open world with Unreal’s World Partition and Nanite, so a dense, atmospheric island holds a stable frame rate on console-class hardware as it loads in around the player.
  • Polish — a key role in the long tail of bug fixes and system refinements that turn a promising build into a shippable game.
  • Developer tools — internal workflow tooling that shortens iteration time for the whole team.
Brynhildur casting a spell on a black-sand beach in Island of Winds

Working on IoW meant touching everything from Blueprint-facing gameplay code down to the profiler — on a studio of about twenty, with a four-person engineering team small enough that ownership was real and broad, and disciplined enough to ship. The island itself is the other protagonist: turf-house interiors, black-sand coasts, and highland canyons, all of which have to run smoothly while the simulation underneath stays believable.

A candle-lit turf-house interior with a villagerBrynhildur and a goat companion hiking a rocky canyon

Credits

Island of Winds is made by the team at Parity Games — see the official site for the full credits. Key art and screenshots © Parity Games.

Want something built like this? I'm available for contract work.