Ossian Däckfors
Gameplay Programmer
Gameplay Programmer
I’m Ossian Däckfors, a game programmer focused on gameplay systems, real-time simulation, and engine-level tools. I study Game Programming at Futuregames, working mainly in C++ (Unreal) and C# (Unity).
I build systems that are modular, data-driven, and easy for designers to iterate on. My work centers on making technical features that feel good to use and integrate cleanly with the rest of production.
Selected Projects
Thrall – Modular projectile system built in Unreal (C++ / pooled + data-driven)
Time to Breach – Player-only rewind component with state ring buffer and event reversal
Voxel Generator – Procedural terrain generation with chunk-based streaming
Before Futuregames I studied mathematics and information science, worked in logistics and hospitality, and volunteered in wildlife rescue in South Africa—experiences that taught adaptability and structured problem solving, both useful in game development.
I’m currently looking for an internship in gameplay programming, but I’m also open to tools or generalist roles where strong technical communication and system design are valuable.