I've worked professionally as a programmer in game development (Unity3D), large planning systems (C#/SQL) and web development.
Range of experience also include working with customers for contracted software and lecturing large groups of students.
Creator of Thumbnail Generator, a plug&play Unity3D editor tool.
Currently during my free time I am working on a shoot'em up game, but it is very very early in development.
Created my own entity automapper between C# classes and SQL.
Lecturer at the program Webbutvecklare - programmering
Responsibilities include all ranges in lecturing, tuition, course development and grading.
Also lecturer for Advanced Computer Graphics and Shader Programming
Responsibilities include specifying and implementing new features and needs in CPO System. CPO is a huge database system with user requests both from web and application, it also handles message queue requests to and from other systems in the form of flat files and xml files.
Foundry Flow 2.0 - Virtual Manufacturing | Unity3D, steamVR | C#
Lead Unity3D programmer for Virtual Reality project showcasing plans for new factory lines at Skövde Powertrain.
Svartkonstboken | Skövde Stadsmuseum | iOS | Unity3D | C#
Software development of interactive experiences and digital games contracted by customers. Responsibilities range from planning, both within the company and with customers, and implementing the contracted software.
Personal tutor for first year students at the education dataspelsutveckling – programmering. Subjects included essay writing, openGL with C++ and Unity3D development in C#.
Very cool UE4 water physics! Made by Måns Isaksson.
My main task was to eat fika, but I also spent lots of hours with design for optimizations and water physics math.
There are some plans to port this to plugin to Unity in the future, so please reach out to me (or Måns) if you would be interested in such a project!
A plugin asset I've been working on during my free time. Is embeded plug&play into Unity, no need for custom scene or gameobject, can even be used in the prefabStage. Supports postProcessStack V2 and Scriptable render pipelines. With version 1.1 released the tool got added support for backgroundScenes and live preview.
Programmer of the prototype version. Prototype included multiple levels and saving player progress, as well as mobile device touch zoom/drag&drop build mode. I worked on the prototype 2017, it was put on hold and later finished in 2020.
Created the damage shader effect used in the final release version. Also included implementing it into their game in Unreal Engine.
My very first game projects, before I even knew I wanted to make games.
Mostly involved with the early "non-commercial" projects. Nevertheless I continued to hand arround the development team for minor design inputs and theorycrafting Unity replay system. Has done a lot of patching for engine updates to Warcraft/Starcraft.
Warcraft 3 (~2006-2011) - Beta Tester
Starcraft 2 (2010-2013,2015,2020) - EU Publisher - Quality Assurance & Patching
Warcraft 3 Reforged (2020) - Port to reforged
(I never ever want to write JASS code ever again)
(Browser game! Click link to play! Arrowkeys + space + Mouse)
(Browser game! Click link to play! Arrowkeys + space)
Maybe maybe to make it more personal? Some random stuff like chocolate? Competitive games?