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2020-2022 Startup
Single handedly architected and implemented the
networked client/server multiplayer system
from scratch in our in-house c++ engine.
Integrated with cloud services, hosting, engine and
gameplay systems, running both on client and server.
The engine uses both reliable UDP and websockets
for interop between Win32/WASM/iOS/Android.
Lead other employees and interns with intro tasks and
how to network their game systems.
Tools: Git
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2010-2020 Avalanche Studios
Various programming roles, see below.
Years are guesstimates.
All code I've done at Avalanche is C++,
including gameplay (no lua etc), except
for buildsystems and early editor prototypes.
Tools: Visual Studio, Perforce, project trackers.
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2019-2020 Contraband Avalanche Studios
Architecting and implementation of
networked multiplayer engine parts for
transitioning from p2p of
gameobjects, entities, gameplay systems
to server-authority.
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2019 Rage 2 DLC Avalanche Studios
Gameplay features, like upgrades, new modes.
Profiling, bug-fixing.
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2018-2019 Just Cause 4 DLC Avalanche Studios
Gameplay, physics and editor authoring tools,
for the Hoverboard rails and terrain steering.
Race car features, like ghosting and
back-to-track.
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2018 Rage 2 Avalanche Studios
Gameplay, sound, dialogue, animation,
cut-scene/sequences, profiling and optimization.
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2017 Avalanche Studios theHunter: Call of the Wild
Game-side implementation of Steam, PSN and XBoxLive
services such as match making, join, kick.
Gameplay weapon/skill upgrades.
Handling of package and delivery to Sony/Microsoft.
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2016 Avalanche Studios Just Cause 3 DLC
Gameplay and physics in c++, e.g.:
missile targetting.
DLC-handling, achievements, patching, profiling.
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2012-2015 Avalanche Studios Just Cause 3
Deliver voxel terrain editor used company-wide,
initially for Just Cause 3.
Small gameplay tasks, like providing physics info
to audio design scripting people.
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2010-2012 Avalanche Studios Mad Max
Engine-development, I did the initial porting of
game libraries for then-new XboxOne/PS4 platforms.
Infrastructure, build-systems and continuous
integration servers for Mad Max and Just Cause 3,
running on a mix of Linux and Windows.
Ported buildsystem from Jam to Waf.
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-- -- -- -- -- -- -- -- -- -- (end of Avalanche projects) |
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2004-2010 Intel (previously Wind River and Interpeak)
Senior Network stack programmer.
Low-level C89-programming of OS-level network stack.
Delivered software now used in routers, cell towers,
and the VxWorks real-time OS used in
mission critical services, like airplanes.
Implemented protocols from draft RFCs,
such as Mobile-IP / LTE (now known as 4g).
Wrote an autotest system in Python.
Gentoo Linux used as desktop OS.
CVS for version control.
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2000-2002 Sinch (previously mBlox and CoTraveller)
Wrote a google-maps like app for the PalmPilot
handheld PDA in C.
Wrote some Java Beans for the SMS/Text system.
Admin of OpenBSD firewall for the company.
FreeBSD used as desktop OS.
Visual Sourcesafe for version control.
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1997-1999 Sigicom (previously Signalteknik AB)
Wrote a PC GUI-app for managing real-time
collection of vibration sensor data for
Volvo AWD cars.
Maintained Visual Basic app for real-time
monitoring of even asphalt distribution.
Zip-files for version control.
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-- -- -- -- -- -- -- -- -- -- non-full time jobs below |
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1995-2000 M.Sc. Computer Science education
Distributed systems specialization,
i.e. server-less network algorithms.
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1996-1998 Teacher at KTH
Teacher in:
- Introductory math, recap of High School.
- Linear Algebra.
- Object-oriented programming in C++.
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1994-1995 Ericsson summerjob
Processing www/cgi with Awk and C.
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1992-1993
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