Game development

With an arsenal of computer knowledge, a "question everything" mentality and a passion for R&D, I excel in software projects that are complex from both a technical perspective and a business perspective.

I have professional experience developing for every current-gen console platform and have held talks at multiple conferences, including Unite 2025.

Working with me

I am a passionate programmer with broad experience in game development and solid interpersonal skills. I work well both independently and as a team, even in leadership roles. I love teaching things I know but always remain humble and open to new ideas, better solutions or simply learning something new.

Merits

  • Over 4 years professional experience as a Unity/C# developer and over 9 years of total experience in Unity.
  • Professional experience with a wide range of hardware and software platforms! I’ve shipped for the following platforms:
    • Steam for Windows (x86)
    • Steam for MacOS (Intel & Apple Silicon)
    • Steam for Linux (x86)
    • Steam Deck (Deck Verified)
    • Mac App Store (Intel & Apple Silicon)
    • Xbox Series S|X
    • Xbox One
    • Xbox on PC (Microsoft Store)
    • (Soon) Nintendo Switch 2
    • (Soon) PlayStation 5
  • Professional experience developing implementations of a wide range of game services, including:
    • Steamworks
    • PlayFab
    • Epic Online Services
    • Xbox Network
  • Professional experience with a wide range of areas within game development, including optimization, porting, computer graphics, tool development, asset management, real-time online multiplayer and gameplay programming.
  • Bachelor's degreen in informatics from studying the Dataspelsutveckling - Spelprogrammering (Video Game Development - Programming) program at The University of Skövde (2019-2022).
  • Experience with a wide variety of languages, including assembly and many C-like languages. My preferred language is C++ but I have the most professional experience in C#.
  • Hobbyist experience with game engine development, including graphics programming with Vulkan and OpenGL.
  • Hobbyist experience with web development. This portfolio website was written by me in HTML, CSS, PHP and JavaScript!
  • Fluent in Swedish and English.

Previous work

The remainder of this page lists the projects I've had a part in. Free download links are provided for all released non-commercial projects!

Please reach out via email if you have any questions!

Valheim (2022-now at Iron Gate AB and Piktiv)

Valheim is a Viking-themed procedurally generated open world survival game with building mechanics and co-op online multiplayer, developed by Iron Gate AB. For the first four years, I worked on Valheim as a consultant through my then employer Piktiv. As of March 2026, I started working at Iron Gate AB. During my time working on Valheim, I took on a lot of small tasks, but I also took on the following sub-projects in chronological order, from most recent to earliest.

  • Nintendo Switch 2 port - Releases in 2026. Watch the announcement trailer here!
  • PlayStation 5 port - Releases in 2026. Watch the announcement trailer here!
  • Asset streaming - My biggest sub-project in Valheim. I implemented asset streaming of Locations (buildings, ruins and similar spawned randomly throughout the world) and Rooms (building blocks of procedurally generated dungeons). In the process, I wrote a complete replacement Addressables called SoftRef, which with minimal effort automatically builds assets into Asset Bundles in the most memory efficient way. It was a huge undertaking but I managed to reduce the games RAM usage by over 1.5 GB with this project alone (over 40%). If it weren't for this, we would not have been able to release the Ashlands update on Xbox One due to memory constraints.
  • MacOS ports (Steam and Mac App Store) - Fixed graphical issues, updated libraries. Also implemented a scaled 3D rendering setting to improve frame rates on high DPI displays without sacrificing the resolution of UI rendering (brought over to all desktop platforms).
  • Xbox Series S|X and Xbox One port - Cloud save support (same implementation as Microsoft Store), menu for managing save files and backups in-game (brought over to all platforms), CPU optimizations, GPU optimizations and RAM optimizations (all brought over to all platforms).
  • Microsoft Store port - Platform compliance and cloud save support.
  • Crossplay backend - Worked on designing and implementing the game's matchmaking. Additionally, I overhauled the server list to let users save a list of their favorite servers and revisit their recently joined servers.

Click here to view the Valheim store page on Steam!

V Rising (2022-2023 at Piktiv)

A short project I did for Stunlock Studios on their hit game V Rising where I replaced Steamworks' method of searching for public servers with a more scalable Epic Online Services implementation.

Click here to view the V Rising store page on Steam!

KaJIT (2022)

In university, I wrote a thesis about software latency reduction for games by eliminating the render queue, similar to Nvidia Reflex.

For my thesis project, I developed KaJIT, which is a library that can be used to delay the start of CPU-side frame logic in order to eliminate the render queue in a game engine. It's specifically intended for use together with double-buffered v-sync, which Nvidia Reflex did not support at the time (and I believe it still doesn't).

In my thesis paper, I write about how I implemented this library into Kamera Engine. The paper demonstrates the effectiveness of the technique and explores the performance characteristics of various methods of frame time prediction used as part of the technique.

Click here to read the paper!

Kamera Engine (2021-2022)

Kamera Engine is a 3D game engine I developed in my spare time while studying at university.

It was written in C++11 and used OpenGL 4.3 and a custom math library to render 3D graphics. I also experimented with Unity-style scripting in C++.

Vimmel (2021)

"The Myll’er have launched a friendly invasion against Vimmelriket!

Take control of one of the Myll’ers best workers - Whimsi, Array, Clutts, or Muddle - and help them complete their tasks. Use your tractor beam to collect specific objects from a list and bring them back to the mothership. The player who turns in an object will be rewarded with points. Whoever has the most points at the end of the game wins!"

Vimmel won the Skövde Academic Game Award 2021 and was also nominated for the Swedish Game Awards for Best Technical Execution.

This was our second-year game project at the University of Skövde. The team consisted of 11 game development students from various disciplines. I had the role of programming lead and worked on the following aspects of the project:

  • Player input and movement.
  • Tractor beam and its interaction with objects and player movement.
  • The item list system and its UI.
  • UI in general.
  • The path system and its internal GUI editor, which let our graphics artists give any object movement along a pre-determined path.
  • The state machine that controls the program flow of the game.
  • Implementation of logic-dependent animations including the win-screen and the rolling bears.
  • FMOD implementation.
  • Technical artist stuff, including light probes, baked lightmaps, shader programming, post-processing and rendering optimizations.

Click here to download Vimmel for free!

Lawnmother (2020)

"This unique fast-paced action-puzzle arcade-clipper will have you play as Astrid, mother of her child, as many mothers are. Joined by a talking lawnmower she journeys to find her lost husband, truth and some lawns to mow."

This was our first-year game project at the University of Skövde. The team consisted of 11 game development students from various disciplines. I was the project leader and lead programmer for the project. I developed the player movement, grid- and collision system and more. I developed a level building system that converted Unity tilemaps to 3D graphics, which was instrumental in the fast iteration and creation of the game's levels. I was also responsible for lighting and post-processing.

Click here to download Lawnmother for free!

Rogue Light (2017)

"The year is 2181. Earth is uninhabitable for humans and humanity is nearly extinct. The organisms that survived "the apocalypse" became mutated. You're a robot assigned with the task of delivering a package between two laboratories. This package contains an important ingredient to a substance that will make earth inhabitable for humans again."

This game won two awards at LBS Game Awards 2017: First-place for Best Audio and second place for Best Newcomer.

This was the first real game project I worked on. I was the lead programmer and our team consisted of 6 people.

I also made the soundtrack for this game! Click here for more info about the soundtrack.

Click here to download Rogue Light for free!