Hey there,
I'm Elia,

Game programmer specializing in

My projects

Editor

Engine level editor, made using Dear ImGui, with multi-user support

Entity-Component-System

Data-oriented handling of objects in the game world

Group Game Projects

Toys or Sus

Details:

  • First-person online multiplayer party game, inspired by Among Us
  • 14 week development (20h/week) with a team of 5 programmers, 3 level designers and 4 artists
  • Made in our own C++ and DirectX11 game engine

My contributions:

  • Entity-Component-System implementation
  • Multi-threaded update-loop architecture for our engine
  • Engine level editor with multi-user editing
  • Node-based scripting language
  • Serialization/Reflections system
  • Level file format

Loa of Death

Details:

  • Hack-and-slash action game, inspired by Diablo 3
  • 14 week development (20h/week) with a team of 5 programmers, 2 level designers and 4 artists
  • Built from scratch using C++ and DirectX11

My contributions:

  • Entity-Component-System implementation
  • Text rendering
  • Data-driven and data-oriented UI system
  • Integrated UI editor tool using Dear ImGui

The Warden

Details:

  • Atmospheric platform game
  • 8 week development (20h/week) with a team of 5 programmers, 2 level designers and 4 artists
  • Made in TGA2D, the school's in-house C++ rendering framework

My contributions:

  • GameObject, Component & Scene system
  • Physics system, with support for AABB, circle and convex polygons collision shapes
  • Menu UI, with controller navigation support
  • Event callback system
  • Various data-driven tools

Stakeout

Details:

  • Side-scrolling multi-directional shoot 'em up game, inspired by Geometry Wars
  • 8 week development (20h/week) with a team of 5 programmers, 3 level designers and 4 artists
  • Made in TGA2D, the school's in-house C++ rendering framework

My contributions:

  • GameObject, Component & Scene system
  • Tilemap importing from JSON
  • Physics and collision system, with support for AABB and circle collision shapes
  • Data managing system, for easy serialization to JSON

Distortion

Details:

  • Action RPG game
  • 8 week development (20h/week) with a team of 5 programmers, 3 level designers and 4 artists
  • Made in TGA2D, the school's in-house C++ rendering framework

My contributions:

  • GameObject, Component & Scene system
  • Chunk-based dynamic loading of tile-based open world
  • Multi-threading: double-buffered rendering, asynchronous loading & concurrent pathfinding
  • Enemy and boss AI
  • Particle system
  • Various tools including: serialization system for player, enemy and boss values; particle editor, sequencing tool for AI behavior

About Me

My portrait

Hey there, I'm Elia Rönning.

My passion for making games started at the age of ten when I was introduced to the drag-and-drop game engine GameMaker. It didn't take long before I was aspiring toward a career in game development. For the past two years, I have been studying game programming at The Game Assembly in Stockholm, where I've not only gotten to learn all about programming games in C++, but also gotten to make games cross-disciplinarily with people who share my passion. During my time at TGA, I've acquired a particular interest in developing easy-to-use tools for and in collaboration with my content creators as well as optimized engine systems to serve as a solid foundation for the games themselves.

I am a very playful person who likes to lighten the mood, but nevertheless earnest and determined when it comes down to it. My colleagues describe me as dependable, diligent and always obliging.

I have a huge passion for old movies, which I watch whenever I have spare time and collect on Blu-ray. Other hobbies include listening to progressive rock and jazz, hot beverages and cooking, as well as working on personal projects.

Get in touch! I'd love to hear from you.

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My portrait