A different kind of generalist developer
GAme designER
PROGRAMMER
MusicIAN
Intro
Welcome stranger!
My name is Mathias Novakovic, I’m a junior programming student from Stockholm, Sweden currently looking for my next adventure in the field. On this platform you’ll find some of my recent work during my studies as well as personal projects and a more expansive description of who I am and what I’m capable of.
I tend to have a generalized approach to gaming and software development - utilizing my knowledge within different creative fields that I’ve gathered over the years to not only be an overarching and flexible asset to my team but to also learn from different disciplines and perspectives. I believe it is vital to have an open mindset, and a critical approach to your own work in order to create a lasting impact and the best user experience possible. I enjoy backend/frontend development as much as partaking in the audiovisual direction of a project.
Work
I’ve held a variety of professional writing positions in the gaming industry during my younger years which include IGN Sweden, LEVEL presenterar E-Sport & MMO and as a producer and gaming editor at Nyheter24. These positions have helped me create a deep and unique understanding in terms of game mechanics, as well as industry trends and how to manufacture successful user experiences. Evidently this also inspired me to approach my primary passion and programming in order to create and build digital experiences that will leave an impression and hopefully enrich people’s lives.
Trivia: I’m a certified pharmacy technician, have a masters in psychology and I’ve played the piano since the age of six.
PROJECT 01
KNIGHTMARE
Engine: Unity
Language: C#
Role: Programmer // Combat and UI Design // Composer
Platform: PC
This project was developed as an action role-playing game (ARPG) during my time at Forsberg, serving as a collaborative class project. The goal was to create a small but complete ARPG experience, combining engaging combat mechanics, a distinctive art style, and immersive audio design.
My primary contribution was as a combat programmer, where I focused on designing and implementing responsive player–enemy interaction systems. These systems were built to feel fluid, challenging, and rewarding, forming the backbone of the game’s core gameplay loop. Particular attention was given to ensuring that hit detection and reaction, timing, and enemy behaviors created a sense of fairness while still pushing player.
In addition to programming, I took on a leading role in directing the visual style and user interface (UI) design. I worked to establish a consistent aesthetic that supported the game’s unusual combination of morbid themes and comically cute visuals.
Finally, I also contributed as the composer and producer of the original soundtrack. The music was written to reinforce the game’s contrasting tone—juxtaposing dark, atmospheric moods with lighthearted, whimsical touches.
PROJECT 02
Stork
Engine: Unity
Language: C#
Role: Concept // Music Composer
Platform: PC
This project was developed during the Global Game Jam 2024, an event that challenges participants to design, build, and deliver a fully playable game within just 48 hours. The theme of the jam inspired our team to create a lighthearted, festive experience that could be enjoyed quickly yet leave a lasting impression.
The result was a Christmas-themed puzzle game where players take on the role of a stork tasked with delivering gifts. The core gameplay centers around dropping packages into people’s homes under a strict time limit, encouraging players to aim for precision, efficiency, and high scores. This blend of puzzle-solving and time-based challenge created a fast-paced, replayable loop that fit perfectly with the jam’s constraints.
My contributions to the project were multifaceted. I was involved in concept planning and gameplay vision, helping to establish the central mechanics and ensuring the idea was both achievable within the time frame and engaging for players. I also worked as the composer, writing and producing the game’s soundtrack. The music was designed to capture both the festive spirit of Christmas and the energetic pace of the gameplay, giving the experience an added layer of charm and urgency.
Memory Memoriam
PROJECT 03
Engine: Unity
Language: C#
Role: Concept & Design Lead // Music Composer // Frontend // UI Programmer
Platform: iOS/Android
Link: Google Play Download
Memory Memoriam is a mobile memory game developed in collaboration with the design company Svenska Memo.
The project combined classic memory-based gameplay with a clean, thoughtful visual identity, created to be both accessible and engaging for mobile users.
The primary focus of this project was to gain hands-on experience with mobile development and Firebase integration. Firebase was used to handle core backend functionality, enabling features such as data storage, picture upload and game-related login services.
My main responsibilities were centered on frontend development, gameplay implementation, and UI design. Since the game was instructed to be for all ages, strong emphasis was placed on usability and visual clarity.
PROJECT 04
PAX VIKING JUNIOR
Engine: Unity
Language: C#
Role: Music Composer
Company: ION Game Design
Platform: iOS/Android
A game developed by ION Game Design
Pax Viking Junior is a puzzle game developed by ION Game Design as a digital adaptation of one of their tabletop titles.
For this project, I worked as the composer, creating the original soundtrack that accompanies the gameplay. From the start, the client and development team had a strong creative vision, emphasizing a lighthearted, family-friendly tone. My responsibility was to shape the musical identity of the game in a way that would support this vision—evoking the atmosphere of the Viking era while ensuring the music remained approachable and enjoyable for a broad audience, specifically younger players.
The process involved close collaboration with the producer to ensure that every track aligned with the intended mood of each puzzle and scene. I drew inspiration from traditional Nordic and medieval instruments and folk motifs, blending them with modern game music sensibilities to create a soundtrack that feels immersive yet accessible.
PROJECT 05
Crimson Bullet
Engine: Unity
Language: C#
Role: Producer, Lead Programmer, UI, Music Composer
Platform: PC
Prototype Download: Ichi.io
Crimson Bullet is a retro-styled first-person roguelike prototype developed by me and two students over the course of two weeks. The project was created as a vertical slice and investment pitch, with the goal of demonstrating strong core mechanics, a clear visual identity, and high replay potential within a very limited timeframe.
In Crimson Bullet, the player must survive relentless waves of monsters in intense 60-second rounds, emphasizing fast decision-making, precise movement, and mastery of combat mechanics. The short round structure encourages replayability while aligning with the roguelike design philosophy of learning and improvement through repetition.
I served as the producer, responsible for coordinating the team, managing scope, and ensuring that the prototype met its deadlines and pitch goals. In addition to production duties, I was also the lead programmer, implementing the majority of the game’s foundational systems. My work included core gameplay mechanics, enemy and player interactions, weapon and gunplay systems, as well as the overall level design and visual style.
PROJECT 06 (in development)
Do Neba
Engine: Unity
Language: C#
Role: Producer, Lead Programmer, UI, Music Composer
Platform: PC
Do Neba is my examination project at Forsbergs Skola in the game programming program. The project’s primary technical objective is the development of a fully functional turn-based battle system, designed to support strategic depth, scalability, and narrative integration.
Beyond its technical foundation, Do Neba is a deeply personal project that combines my background in music, and design with game development as well as further challenging myself with environmental design, Blender and 3D modelling. These influences shape the game’s atmosphere, structure, and storytelling, resulting in a cohesive action RPG scenario where mechanics and narrative are closely intertwined.
The story follows Lacryma, a warrior driven by grief, who embarks on a journey to avenge the death of her son. As the narrative unfolds, the player confronts and ultimately rises against theological gods inspired by gnostic philosophy, exploring themes of suffering, divinity, rebellion, and family.
Through Do Neba, I aim to demonstrate my ability to design, produce and implement gameplay systems while creating a strong artistic vision. The project represents both a technical milestone and a creative statement.