## Languages
I have a vast experience working with C++.
I have major experiences working with Python and Java and experience working with JavaScript.
I have some knowledge about Rust.
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## Platforms
I have worked and shipped titles for Xbox 360, Playstation 3 and 4, Xbox One and Windows/Steam, Android, iOS and even Symbian 60 devices (back in the day).
I'm very familiar with 1st-party publishing tools for the different platforms.
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## Tools
I have experience with Visual Studio, CLion and I have many years experience working with Unreal Engine.
I have experience with both Blender, Maya and creating tools for them.
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## Processes
I have worked in many different team structures in both a waterfall and agile way of working.
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## Timeline
I have 18+ years of experience in game development across many different titles and platforms.
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#### KING - Candy Crush Soda (2018 - Ongoing)
![[Pasted image 20230717230019.png]]
*Senior Software Engineer*
With Candy Crush Soda I'm working on many various software engineering tasks to support the game and its features.
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#### EA DICE - Battlefield V (2018)
![[Pasted image 20230717225812.png]]
*Online Software Engineer*
Online system integrations.
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#### EA DICE - Star Wars: Battlefront II (2017)
![[Pasted image 20230717222901.png]]
*Online Engineer*
In Star Wars Battlefront II I was heavily involved in 1st-party online features and game related UX online features.
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#### EA DICE - Mirror's Edge Catalyst (2016)
![[Pasted image 20230717222604.png]]
*UX & Online Software Engineer*
In Mirror's Edge Catalyst I was working with social features including Achievements, Runner Kits, Friends, downloadable content as well as general online features.
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#### EA DICE - Star Wars: Battlefront (2015)
![[Pasted image 20230717221427.png]]
*Online Engineer*
In Star Wars: Battlefront I was working with group and join functionality for the PC version as well as general online functionality for all platforms.
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#### EA DICE - Battlefield: Hardline (2015)
![[Pasted image 20230717221212.png]]
*Online Engineer*
In Battlefield: Hardline I was working with commerce, BattlePacks and the Premium DLC service. I worked closely with release managers supporting them shipping this title.
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#### EA DICE - Battlefield 4 Premium (2013 - 2014)
![[Pasted image 20230717221134.png]]
*Online Engineer*
For the DLC of Battlefield 4 I was responsible for the in-game store functionality on all platforms and making sure it was working correctly with the Battlefield 4 Premium service.
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#### EA DICE - Battlefield 4 (2013)
![[Pasted image 20230717220843.png]]
*Online Engineer*
For Battlefield 4 I did commerce and was responsible for the in-game store functionality including making sure all 48 DLC that eventually shipped with the game was in place. I also worked on Premium, Rent-a-server and Battlepacks functionality as well as general 1st-party online features. I was heavily involved in the submission process on all 5 platforms the game shipped on.
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#### EA DICE - Battlefield 3 Premium (2001 - 2013)
![[Pasted image 20230717220528.png]]
*Online Engineer*
For Battlefield 3 DLC I was the major engineer making sure the in-game store was up-to-date as well and working closely with submission to help ship all the DLC on time.
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#### EA DICE - Battlefield 3 (2011)
![[Pasted image 20230717220249.png]]
*Online Engineer*
For Battlefield 3 I did commerce engineering.
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#### Battlefield: Bad Company 2: Vietnam (2010) (EA DICE)
![[Pasted image 20230717220114.png]]
*Online Engineer*
Many different areas.
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#### Mirror's Edge: Pure Time Trials (2009)
![[Pasted image 20230717220106.png]]
Gameplay Programmer
For the DLC of Mirror's Edge I did various gameplay support and PC installer.
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#### Mirrors Edge (2008) (EA DICE)
![[Pasted image 20230717220056.png]]
Gameplay/Animation Programmer for the main character Faith.
I held a presentation at GDC China.
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### Agency 9 (2005)
![[Pasted image 20230718094546.png]]
For [Agency9](http://www.agency9.com/) I did tools programming and worked on updating their content pipeline to be able to support rich content and animations into the their OpenGL Java 3D engine.
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# Education
Educations that helped me shape into being a software engineer with game development expertise.
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### University of Luleå (2002 - 2005)
![[Pasted image 20230718094908.png]]
*Bachelor of Science Degree in Game Development.*
I studied 3½ years game development in the city of Skellefteå in northern Sweden at gsCEPT University (www.gscept.com) where I finished off with my project The Room (mikaellagre.com/theroom) and eventually did my thesis at Agency9 (www.agency9.com).
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### Upper secondary school (1998 - 2001)
![[Pasted image 20230718095037.png]]
*Natural science*
3 years in upper secondary school learning math, science and programming that eventually prepared me for University.
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### Compulsary school (1988 - 1998)
*9 years of compulsory school*
9 years of compulsary school started in Norrköping, Sweden where I'm born and my main school interest was drawing and computers.