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2024
Gameplay & UI Programmer, Rennsport Sweden AB
Contributed to the 1.0 release and ongoing live-service roadmap by developing new game modes, UI, and network features. Alongside handling SDK integrations and cross-platform bug fixes I also work on physics telemetry.
2022
Senior Development Engineer, Ironbelly Studios Ltd.
Designed and built core gameplay, progression, and Gameplay Ability System (GAS) integrations across five major in-house and client projects, including Shrapnel and Fractured Veil. Beyond engineering advanced movement pipelines and data-driven plugins, I modernized proprietary frameworks, resolved critical bugs for GDC showcases, and led both client onboarding and junior mentorship.
2021
Development Engineer, Ironbelly Studios Ltd.
Engineered backend and gameplay systems for two Unreal Engine projects. I first built custom plugins, data-munging algorithms, and ROS integrations to process massive LiDAR datasets for an AV simulation, before architecting the core interaction and data-driven progression systems for Fractured Veil.
2020
Development Engineer, Effnet AB
Telecommunications R&D at Effnet. Role involved implementing standards for the L2 and related systems for communications between the UEs and gNBs, for the 'Effnet 5G UE/CPE protocol stack'.
2015
Permafrost Development
Still Actively working on in-house projects. Aimed towards in-house projects and later used for occasional contract-work.