Work

Games, simulations, and research on one side; production backend systems and applied AI on the other.

Games & simulations

Island of Winds key art — Brynhildur the Balance Keeper against a stormy Icelandic sky

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
A virtual replica of the old town of Blönduós, Iceland, rendered in Unity

Virtual Blönduós & Árnes

Browser-based Unity digital twins of two Icelandic towns, built at Envalys for public engagement in urban planning — I developed the viewers, their dynamic resource streaming, WebGPU R&D, and the cloud infrastructure behind them.

  • Unity
  • WebGL
  • WebGPU
  • C#
  • DigitalOcean
  • Urban Planning
Ascension — a sci-fi puzzle game built in Unreal Engine

Ascension

A sci-fi puzzle game built in Unreal Engine for the GMI Community Jam 2024 — I programmed the ship steering, pickup system, and constellation puzzle mechanics.

  • Unreal Engine
  • C++
  • Game Jam
Virtual Reality Air Traffic Controller

Virtual Reality Air Traffic Controller

A VR air-traffic-control simulation, modelled on ISAVIA's Reykjavik Control Area, for researching how external factors affect performance on mission-critical tasks.

  • Unity
  • C#
  • Oculus SDK
  • Hand Tracking
  • VR
Virtual Reality Courtroom

Virtual Reality Courtroom

An immersive VR experience that helps victims of violence prepare for courtroom proceedings, with a facilitator-controlled drama manager and OpenXR hand interaction.

  • Unity
  • C#
  • OpenXR
  • VR
The Agora crowd simulation framework running in Unity

Agora Crowd Simulation Framework

My PhD flagship — a Unity + Menge framework for authoring crowd behavior visually, built on a stimulus-centric heatmap paradigm with GPU-accelerated simulation.

  • Unity 3D
  • C#
  • Menge
  • GPU Compute
  • Research
ARCADE — abstraction and refinement for computer-assisted detailed evolving simulations

ARCADE

A framework that brings dynamic level-of-detail adjustment from computer graphics into behavior simulation — abstracting and refining detail based on the user's perception to save compute.

  • Simulation
  • AI
  • Level of Detail
  • Research
Battle for the Bay — main menu

Battle for the Bay

A pirate-themed real-time strategy game built in a three-week course — abilities, upgrades, AI minions, and an online leaderboard, in Unity and C#.

  • Unity
  • C#
  • RTS
  • Git