## 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. **** ## 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. **** ## 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. **** ## Processes I have worked in many different team structures in both a waterfall and agile way of working. **** ## Timeline I have 18+ years of experience in game development across many different titles and platforms. **** #### 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. **** #### EA DICE - Battlefield V (2018) ![[Pasted image 20230717225812.png]] *Online Software Engineer* Online system integrations. **** #### 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. **** #### 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. **** #### 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. **** #### 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. **** #### 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. **** #### 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. **** #### 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. **** #### EA DICE - Battlefield 3 (2011) ![[Pasted image 20230717220249.png]] *Online Engineer* For Battlefield 3 I did commerce engineering. **** #### Battlefield: Bad Company 2: Vietnam (2010) (EA DICE) ![[Pasted image 20230717220114.png]] *Online Engineer* Many different areas. **** #### 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. **** #### Mirrors Edge (2008) (EA DICE) ![[Pasted image 20230717220056.png]] Gameplay/Animation Programmer for the main character Faith. I held a presentation at GDC China. **** ### 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. **** # Education Educations that helped me shape into being a software engineer with game development expertise. **** ### 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). **** ### 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. **** ### 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.