CV

Software developer with extensive experience in C++, low-level systems and tools programming. I enjoy working closely with both programmers and end users to build practical, reliable tools that solve real production problems, and value openness, humility and pragmatism in cross-functional teams.

Work experience

2026-01 - Current
Massive Entertainment (a Ubisoft studio)
Senior Tools Programmer

Creating tools and software in support of a game project currently under development, as part of a small team working in Snowdrop.

  • C++
  • Python
  • Snowdrop
2022-03 - 2026-01
Ubisoft Stockholm
Senior Tools Programmer

Part of a team doing in-house R&D on cloud technology, microservices and distribution across content pipelines, graphics and game development, including work on Ubisoft Scalar.

  • C++
  • Python
  • Docker
  • USD
2019-08 - 2022-03
Ubisoft Stockholm
Tools Programmer

Tools development in the Snowdrop engine, working closely with non-programmers such as VFX artists, audio specialists and designers to define and build the right tools. Credited as Tools Programmer on Avatar: Frontiers of Pandora (Massive Entertainment).

  • C++
  • Python
  • Git
  • Perforce
  • CMake
  • Conan
2016-08 - 2019-08
Engine Developer

Developed Defold, an open-source game engine and toolchain used both internally at King and externally by other studios. Worked across editor, runtime, IDE and the command-line resource pipeline. Being part of a small team meant broad responsibility, from performance investigations and engine development to tool support for game teams.

  • C/C++
  • Lua
  • Clojure
  • Python
  • Java
2014-09 - 2016-08
Tobii
Software Developer

Worked on the EyeX engine, a public API and toolset for real-time eye-tracking on Tobii's consumer-grade trackers, balancing smart filtering and responsiveness with strong runtime performance in demanding use cases such as games.

  • C++
  • C#
  • .NET
  • WPF
2014-02 - 2014-07
DICE
Master's Thesis

Investigated alternatives to traditional UV-mapping for real-time texturing of meshes, focusing on a per-face parameterization method called Mesh Colors, including an implementation of the rendering algorithm in Frostbite 3.

  • C/C++
  • HLSL
  • Frostbite
2007 - 2009
Swedish Armed Forces
EOD/Comms. Technician

Together with a fellow soldier, I was responsible mainly for maintenance and repairs of Explosive Ordnance Disposal (EOD) equipment and for training soldiers in the usage of communications equipment (HF/VHF radio, GPS receivers, hard-line communication and satellite phones) for an entire infantry company.

Education

2009 - 2014
M. Sc. in Computer Science and Media Technology
Linköping University, Sweden

A degree with emphasis on programming, computer graphics and simulation. I graduated in the summer of 2014.

2006 - 2008
Swedish Armed Forces
School of Technology, Halmstad, Sweden

Five months of courses pertaining to my service position: EOD equipment mechanics, radio technology, optics, soldering and weapons mechanics.

Extra-curricular activities and merits

2014
Winner of C-awards with the project "Kill it with fire", taking home the category Technical Excellence (cawards.se).
2012 - Current
Skydive instructor at Linköpings Fallskärmsklubb. Teaching others how to safely jump out of planes and having fun while doing it!

Programming languages and skills

References are available upon request.