CV


A versatile and passionate developer who will work in any environment and with any language. Given the choice he would work in C++. Knowledge of CPU and GPU architecture and an interest in low-level details makes for a sure candidate for any high-performance or high-stability application. Real-time rendering and game engine architecture has always been his hobby and later also his profession. Currently working with DirectX 12 and dreaming about Vulkan.

FOCUSED SKILLS

  • Strong knowledge of C, C++, and Lua
  • Experience with Rust, C#, Java, JavaScript, and Python
  • Experience with DirectX 11/12, OpenGL 4.X, and Vulkan
  • Experience with Godot, Unreal Engine, and Unity (C#)
  • Strong knowledge of Git
  • Familiarity with Windows and Linux/*Nix
  • CPU and GPU debugging, profiling, optimisation, and architecture
  • Multithreading and synchronisation
EXPERIENCE
2021-CURRENT
LECTURER, BLEKINGE INSTITUTE OF TECHNOLOGY

Creating course material, holding lectures, supervising projects, correcting assignments. Focus on C, C++, Lua, Python, DirectX 11 (and HLSL), Vulkan, threading, and game engine architecture. Mainly involved in courses for game and game engine development, tooling, and 3D-rendering. Students are mainly game developers and technical artists.

2019-2021
DEVELOPER, IKEA

Backend development of IKEA’s “bring our data home” initiative. The solution was implemented on Google Cloud Platform using NodeJS with Postgres and Google BigQuery. Focus on JavaScript and handling large amounts of data/concurrency. Was involved in moving towards an event-driven, immutable by default, railway-oriented programming architecture.

2018-2019
DEVELOPER/TEST LEAD, ERICSSON

Development of Ericsson’s Revenue Manager. The solution used an entirely in-house Java framework. The test lead is the person in the team overseeing test coverage, strategies, and planning. It is also the test lead’s responsibility to make sure the tests get implemented.

2017-2018
ENGINE DEVELOPER, WOLFIRE GAMES

Working on the in-house engine with its in-game editor powering Overgrowth. Written in C and C++ using OpenGL 3.X with multiplatform and angelscript support. Tasks included new features, profiling, performance optimisation, tooling, and bugfixing on multiple platforms.

2014-2017
AMANUENSIS, BLEKINGE INSTITUTE OF TECHNOLOGY

Holding lectures, supervising projects, correcting assignments. No specific focus but mainly C, C++, C#, Java, DirectX 11 (with HLSL), and OpenGL 4.X (with GLSL)

EDUCATION
2012-2017
MSCS GAME AND SOFTWARE ENGINEERING, BLEKINGE INSTITUTE OF TECHNOLOGY

Education focusing on game development and general software engineering principles. Focus areas included C, C++, DirectX (and HLSL), OpenGL (and GLSL), Scrum, multithreading, and game engine architecture

2019
CERTIFIED DEVELOPER - ASSOCIATE, AWS