David Hedner

Producer - Programmer - Game Designer - Artist

Contact

  • email
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About Team Projects Solo Projects

About Me

I am a game developer equipped with a diverse skill set that has allowed me to become familiar with multiple disciplines throughout my career. I thrive in collaborative environments and enjoy tackling challenges that push the boundaries of creativity and technology.

Producer

I excel in leading teams, managing projects, and ensuring that game development aligns player expectations with reasonable scope.

Programmer

I have a strong foundation in programming languages and game engines, allowing me to contribute effectively to technical development.

Game Designer

I specialize in crafting engaging gameplay experiences throughout a variety of genres, with my primary expertise being in level design.

Artist

I have experience with digital illustration and design, giving me insight into the pipelines and processes for creating art assets for games.

Team Projects

- Neon Vengeance: Atavysm -

Sep 2024 - Current


- Astro Odyssey -

Sep 2023 - Apr 2024


- DATA_CORRUPTED -

Jan 2023 - Apr 2023


Energy_Miner Image

- Energy Miner -

Sep 2022 - Dec 2022

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Neon Vengeance: Atavysm

Neon Vengeance: Atavysm is a thrilling, fast-paced hack and slash. When a terrible plague turns a cyber city into an apocalyptic war zone, a powerful android warrior must come to its aid. Using a flurry of unstoppable and satisfying attacks, the player must fight their way through the ruined streets and neutralize the threat at its source.

This project is being developed in Unreal Engine 5.4 by a cross disciplinary team of 21 people including programmers, designers, artists, and an audio engineer, in our junior year at DigiPen Institute of Technology. My primary role is Lead Producer.

Lead Producer

  • Introduced project management methodologies including Scrum, development sprints, task-tracking boards, and strike teams.

  • Managed team efficiency through feature scoping and quantifying risks.

  • Oversaw cross-disciplinary coordination and conflict resolution.

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Astro Odyssey

Astro Odyssey is a top-down action adventure prototype. Set aboard a spacecraft overrun by perilous droids, the player is tasked with escaping the ship with their life. It's a test of both wits and tenacity as the player must overcome devious puzzles and challenging combat throughout this sci-fi adventure.

This project was developed in a custom 2D engine over the course of 2 semesters. The development team consisted of myself, 3 software engineers, and 3 game designers in our sophomore year at DigiPen Institute of Technology. My primary role was Technical Lead; my other roles included Lead Artist and Audio Engineer.

Technical Lead

  • Developed a robust serialization pipeline for level data to be interpreted by the game engine.

  • Integrated scripting support interface using C++ CLI.

  • Managed engine documentation.

  • Coordinated logistics between front and back end development.

Lead Artist

  • Created custom tilesets for the game's environment art.

  • Designed and animated sprites for the player character and the enemies.

Audio Engineer

  • Integrated FMOD to stream music and sound effects.

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DATA_CORRUPTED

DATA_CORRUPTED is a top-down dungeon crawler horror game. The player awakes within a decrepit facility - a mysterious virus grips its network, creating horrific creatures that stalk the halls in search of prey. Armed only with stealth and cunning, the player must shut down the network and put a stop to this corruption before it consumes everything.

This project was developed in the C Processing engine over the course of 14 weeks. The development team consisted of myself and 4 other software engineers in our freshmen year at DigiPen Institute of Technology. My primary role was Level Designer; my other roles included Lead Artist and Audio Engineer.

Level Design

  • Designed a system for generating level layouts with pseudo-randomness.

  • Built a pipeline for room data to be parsed and interpreted by the engine's rendering system.

  • Created a library of pre-built rooms to be used for level generation using Tiled.

Lead Artist

  • Created custom tilesets for the game's environment art.

  • Built a pipeline for room data to be parsed and interpreted by the engine's rendering system.

Audio Engineer

  • Integrated FMOD to stream music and sound effects.

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Energy Miner

Energy Miner is a top-down idle clicker. After a crash landing on an alien planet, the only way the player can repair their ship is by mining the planet for a rare energy source. Gaining sum amounts of energy unlock new abilities and passive perks that help turn a tedious chore into a satisfying and intuitive mining operation.

This project was developed in the C Processing engine over the course of 7 weeks. The development team consisted of myself and 2 other software engineers in our freshmen year at DigiPen Institute of Technology. My primary role was Gameplay Engineer; my other roles included Artist.

Gameplay Engineer

  • Implemented gameplay elements included player movement, interaction, and UI.

  • Built the graphics pipeline.

Artist

  • Designed all art assets for the environment and UI.

  • Animated gameplay sprites and UI elements.

Solo Projects

Project Bottleneck

- Project: Bottleneck -

May 2025 - Current


Gunship

Gunship Prototype

2025

CardGame

Card Game Simulator

2025

WithinTheSprawl

Within The Sprawl

2024

Bioforge

The Bioforge

2023

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Project: Bottleneck

Project: Bottleneck is an ongoing prototype for a 3D platformer with an emphasis on level design. First developed as a proof-of-concept for navigation of 3D spaces, it has evolved into a platforming playground meant to highlight organic level design that incentivizes exploration and personal challenge.

This project is being developed in the Godot 4 engine and is programmed in both C# and GDScript.

Features

  • Multiple levels that highlight various forms of navigation and spatial layouts.

  • Collectibles, reward systems, and dynamic environmental mechanics.

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Gunship Prototype

This project was a 2D physics-based gunship prototype. It was made independently over the course of 7 weeks during my Junior year at DigiPen Institute of Technology. The project was developed in the Godot 4 engine and is programmed in both C# and GDScript.

Features

  • Physics-based movement of multiple playable gunship.

  • Dynamic, multi-phased boss composed of several entities.

  • Gameplay effects and abilities including bullet time, knockback, and screenshake.

  • Full gameplay automation and telemetry.

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Card Game Simulator

This project explores the UX/UI approach of a standard 2D card game interface. It was made independently over the course of 7 weeks during my Junior year at DigiPen Institute of Technology. The project was developed in the Godot 4 engine and is programmed in both C# and GDScript.

Features

  • Action-based user interfaces and menus.

  • Organic procedural object animations and adjustments.

  • Functional coverage automation and telemetry.

  • Simple "high-card" gameplay against 1-3 CPU players.

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Within the Sprawl

Within the Sprawl is a prototype for a top-down dungeon crawler. The levels are generated procedurally and challenge the player to reach the end of the labyrinth by fighting through hordes of enemies and collecting various skill upgrades along the way.

This project was made independently over the course of 6 weeks during my sophomore year at DigiPen Institute of Technology. It was developed in the Godot 4 engine and programmed entirely in GDScript.

Features

  • Procedural room layouts determined by graph algorithms.

  • Tile-based room generation.

  • Dynamic enemy spawning and pathfinding.

  • Organic reward scheduling.

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The Bioforge

The Bioforge is a systems-focused idle clicker. The player is tasked with genetically engineering creatures by managing their resources to build, research, and synthesize genetic material. A blend of both strategy and luck determine the kind of creature the player constructs from the forge.

This project was made independently over the course of 7 weeks during my sophomore year at DigiPen Institute of Technology. It was developed in the Unity engine and is programmed entirely in C#.

Features

  • Turned-based gameplay with multiple development stages.

  • Resource management and strategic economic planning.

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