Work Experience

This page contains informations about my previous work experience and my role on the different projects.


FretNice

Programmer, Pieces Interactive, Published by Tecmo 2010



In spring 2009 I felt an urge to work on smaller, less mainstream games so I left Grin for a small company called Pieces Interactive and a project called Fret Nice. It's a platform game for XBLA and PSN that uses the Guitar Controller, scheduled for release in early 2010. When I joined the project it had just entered production. My main responsibility was gameplay code, but I got to work a bit closer to the hardware than I did on Grin. The entire project was written in C++ and we didn't have have a full game engine from start so I also got to work on some core engine systems.

Bionic Commando Rearmed

Gameplay Programmer, Grin, Published by Capcom 2008




Being a huge fan of the original and of retro platformers in general this was pretty much a dream project for me. I was one of the first people on the project, designing a lot of the core systems and gameplay mechanics, and throughout the production I was in charge of most gameplay related areas, including all the boss behaviours, most of the enemies and the player mechanics. I also had a lot of influence over the game design, working extremely close with the creative director and often got more or less free hands. The game (like all Grin's other games) is written entirely in Lua, using Grins proprietary "Diesel"-engine.

Bionic Commando

Gameplay Programmer, Grin, Published by Capcom 2009



Although I was busy working on Rearmed during most of the production, I did a lot of work on the initial prototype and the first few milestones. I worked on number of different areas, inluding weapons, a boss prototype, in game HUD and parts of the player controls. I also designed the menu systems, which is where I continued after we had shipped BCR.

Tom Clancy's Ghost Recon: Advanced Warfighter 2

Additional Programming, Grin, Published by Ubisoft 2007



I was called in to help fix some bugs and clean up some menues and other GUIs at the end of the production. In order to so I had to familiarize myself with the code, as well as a different scripting language very quickly.

Lassemajas Detektivbyrå

Programmer, Bajoum AB, Published by Pan Vision 2006



Lassemaja's Detektivbyrå is a point and click adventure, for PC and Mac, based on a popular series of children books and tv-series. This was my first real job in the games industry. I was in charge of all the games core systems and most of the gameplay code. While not exatly tripple A, the game did get somewhat positive feedback in swedish media, and it was developed in just a bit over four months.






















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