About meI am a software developer at MindArk PE AB (http://www.mindark.com/), currently developing the Entropia Universe MMO platform (http://www.entropiauniverse.com/). I have a master's degree in Computer Science and Engineering with a major in Algorithms and a minor in Interactive Simulations and Games from Chalmers University of Technology in Gothenburg, Sweden. I'm an expert in C++ (STL, Boost, TR1 and C++0x) but I know a lot of other programming languages as well, some of which are:
I know and understand the principles behind several programming paradigms such as object-oriented, procedural and functional programming. I'm very stress-tolerant and ambitious, and I'm not afraid of rewrites, I do what has to be done. I work comfortably in many different environments, such as:
I have worked with and managed the Subversion and git revision control systems as well as the project management system Trac extensively. I care deeply about personal development in my work and spend most of my free time improving myself and my skills as a developer, be it discovering and experimenting with new tools or learning new techniques. A result of this is that I am always working on projects in my spare time. |
My current project is the Sweet engine, a cross-platform 3D game engine, which I've been working on for the past 1-2 years. It's part hobby and part showcase for my experience, expertise and philosophy as a software developer. You can read more about my projects here. My true passion as a programmer is game development. I grew up with computers and I knew basic DOS commands and game names on my german 286 before I had learned how to read them. I've played computer games for longer than I can remember and I started making them somewhere around the time Quake came out. I taught myself C and x86 assembler and started making demos. Although the demo scene had sparked my interest in programming I soon turned over to game programming. The complexity, interactivity and emotional impact of games was far more intriguing than any LUT effect I could conjure up. I learned from the best when I got hold of the source code for Doom and Descent soon after their release in 1997. From then on I spent a lot of time studying the principles, designs and tricks of the trade from the developers of my favorite games. I'm very interested in and familiar with the technical aspects of game engine design and platform independence. I truly enjoy the responsibilities and versatile role of a technical director or lead programmer but I am above all a team player and enjoy all parts of game development. |