I´m Robin Bono, a game programmer. But very resourceful in many other areas around game development.

BACKGROUND

My passion for games started when I got NES as my first console at a young age. At around 13, someone told me it was possible to make your own games. From that day, my biggest dream has been to do just that.
The industry is so wide and stretches over so many professions. There seems to be an endless stream of knowledge to collect. So, I am always on a mission to learn more about game development.

SKILLS

LANGUAGES
  • C#
  • Arduino
  • Java (Processing)
ENGINES
  • Unity
  • Unreal
  • DarkBasic
TOOLS
  • Rider
  • Visual Studio
  • Git / Plastic SCM
  • Spine
  • Photoshop
  • Audacity
  • Reaper
  • FMOD
  • Solidworks
  • Firebase
LINKEDIN
RECOMMENDATIONS
HIGHLIGHTED GITHUB PROJECTS
OmniLib-Processing

Help functions to handle sprite animations in Processing

HIGHLIGHTED PROJECTS
Beer and Plunder

An upcoming game where you and up to 3 friends manage a tavern with short-tempered guests.

This project has already won the prize for Best Game Design at the Sweden Game Awards 2021. And by that, some of the team members of the school project decided to start a company to make a full game out of it. This is where I joined the company as well.

My role in production is mainly programming. But as we are few in the company. We all wear many hats. Both in production and on the company side.

Check it out on Steam here

Arcade Sundown

The first commercially released game I have had the opportunity to work on.

During my internship, I was part of the team that started the production right after the prototype phase. And then also employed during the final weeks before launch.

Some of my contributions to the project
  • Editor tool for easier placement of speed boosters.
  • Dynamic animations when getting pushed, controlling radioball, etc.
  • Audio implementation using FMOD.
  • Radioball VFX.
  • Transfer and improve systems from prototype to production project.
  • Implement localization.
  • Implement Achievements.
  • Steam Remote Play functionality in-game.

Check it out on Steam here

Runemage

VR school project.
The team consisted of 4 programmers and 3 artists.

Game where you need to use magic in order to defend yourself from incoming waves of monsters.

You summon different magic weapons by drawing runes in the air.

Inspiration of drawing the runes came from Tilt Brush developed by Google

My key contributions to the project
  • Research, implement, and adapt system for pattern recognition.
  • System for recording patterns.
  • Setup VR functionality.

Check it out on itch.io here

The Lost Skywhales

Second large project created in 6 weeks by 9 students.
The team consisted of 4 programmers and 5 artists.

Puzzle game similar to the portal franchise but in a fantasy setting. The goal is to solve puzzles in order to light the lighthouses so the skywhales find their way home.

My key contributions to the project
  • Planning and make the puzzle system and the nodes. Idea was to make it as easy as possible to understand. So our artists could create puzzles without help from programmers.
  • Reflecting mirrors puzzle system.
  • Set up and manage systems based on the mediator pattern.
  • Main responsibility and creation of island 4.

Itch.io promoted our game on Twitter!
https://twitter.com/itchio/status/1423433643826065410

Check it out on itch.io here

The Tale of the Greenhouse

Simulation game inside a magical greenhouse. Created as the first big project by 6 students.

Even though we all iterated on every aspect of the game. I was the one who came up with the pickup, place, and stack system.

My role in the project was mainly code. But I also worked some on light, weather, and particle effects. And also did some work on SFX.

Itch.io promoted our game on Twitter!
https://twitter.com/itchio/status/1347286889590628360

Check it out on itch.io here

Unreal Walking Simulator

We got introduced to the Unreal Editor, for example, create material, blueprints, light setup, and much more.
The total course was about 4 weeks in total.

The final task during this course was to use what we had learned to create a small game or experience.
We were only allowed to work alone and not in teams.

I got really inspired to explore and learn more about level design. So after I created some button/elevator functionality. My level design journey started.

Link to video here

HIGHLIGHTED GAME JAM PROJECTS
SlingFlip

This game was created at Castle Game Jam 2018.

The inspiration came from Angry Birds slingshot mechanic.
We wanted to limit the player from being able to control the character directly. And instead, use slingshots, cannons to move around. There were also traps like spikes and sawblades.

I did all programming on this project.

My girlfriend, aka the artist, insisted on using watercolor pencils on paper. So we had to build a lightbox out of a cardboard box. And then take photos with a camera.

Rotato

I did all programming on this project.

Game created at Castle Game Jam 2016. The team consisted of me, and with help from my girlfriend who made the art.

The idea was to rotate the map in order to make different items collide with each other and get points. Ballons would fly up, while boxes and other heavy things would fall down.

Fun fact, the name Rotato came from Potato