Headshot of Joachim Klahr

Joachim Klahr

Game Platform & Tools Consultant

I build the platform layers and tools that connect games to their engines, SDKs, platforms and build pipelines.

Email me about your project Available from January 2027

Full-time or part-time contracts · Based in Stockholm, open to remote work · Swedish and English

Worked with King Resolution Games Snowprint Studios Sveriges Radio Nobina Unordinal

I’ve built game platform layers and tools at King, Snowprint Studios and Resolution Games. Beyond that I work across the stack, from mobile apps and Go backends to web frontends and Linux servers.

I also build AI tooling: MCP servers, agent workflows, Claude Code plugins and skills, and AI-assisted pipelines. At Resolution Games, one of them fetches bug reports, reproduces each bug in the Unity game through a debugger I wrote, has an agent write the fix, pushes a branch and posts it to Slack. Another watches Slack channels for messages that look like bug reports and, when it is confident enough, fixes the bug, pushes a branch and replies in the thread.

I especially enjoy getting different systems to talk to each other, through clean APIs and automation, and I like simple, robust solutions built on open source and Linux.

What I do

Experience

  1. 2021–2026

    Resolution Games

    Tech and Tools Developer

    Maintain and evolve the shared tech used across the studio’s games. Led a year-long migration of around 20 games from Perforce to Plastic SCM and from Jenkins to GitHub Actions, built a Go autoscaler, driven by a GitHub App, that scales a shared pool of Windows build machines on Google Cloud with demand, and set up a pool of physical Macs for iOS and macOS builds. Built AI pipelines that pick up bug reports, including ones spotted in Slack conversations, and have an agent reproduce and fix them, using a custom debugger for the studio’s Unity games.

    • Unity
    • Plastic SCM
    • Perforce
    • Jenkins
    • GitHub Actions
    • Go
    • Google Cloud
  2. 2021

    Unordinal

    Systems Developer (contractor via AW Entertainment)

    Adapted Unreal Engine 4’s networking layer to Unordinal’s proprietary tech in C++, exposed it to designers through Blueprints, and built backend services in Go.

    • Unreal Engine
    • C++
    • Blueprints
    • Go
  3. 2019–present

    Zonventure

    Co-founder, Systems Developer (side project)

    Android and iOS apps, web frontend and backend for GPS-based puzzle hunts, in C++, Go and TypeScript, running on Debian with MariaDB, Redis and Docker.

    • C++
    • Go
    • TypeScript
    • MariaDB
    • Redis
    • Docker
  4. 2019

    Isotop

    Android Developer (contractor via AW Entertainment)

    Android client for Sveriges Radio Play, built from Figma designs.

    • Android
  5. 2018–2019

    Snowprint Studios

    Systems Developer (contractor via AW Entertainment)

    Maintained the client platform layer of Legend of Solgard in C# and Unity, built tools and SDK integrations.

    • Unity
    • C#
  6. 2017–18, 2019–20

    Nobina

    Android and Systems Developer (contractor via AW Entertainment)

    Worked on the Res i Sthlm travel app, and the Android app on bus drivers’ screens that shows upcoming stops.

    • Android
    • Go
  7. 2016–2017

    Simple Analytics

    Founder

    Analytics for indie game studios, with a Go API server and a PHP frontend.

    • Go
    • PHP
  8. 2015–present

    AW Entertainment / Angels’ Ware

    Founder, Consultant

    My consulting company. In-house work includes a cross-platform 3D game engine in C++ for Linux, BSD, Windows, Android, iOS and the web.

    • C++
  9. 2011–2015

    King

    Systems Developer

    Core developer on the small original Candy Crush Saga team, working on the platform layer. Lead developer for Bubble Saga mobile and King’s first mobile game engine. Built the C++ layer that integrated Facebook, Twitter, Kakao, WeChat and QQ into mobile titles, contributed to Bubble Witch Saga and Miner Speed, and supported internal teams using King’s engine and social platform.

    • C++
    • Social SDKs
  10. 2009–2011

    Asitis

    Software Developer

    Co-developed a Microsoft Dynamics NAV factoring component and built a financial website in C# and SQL Server.

    • C#
    • SQL Server
    • Dynamics NAV
  11. 2007–2009

    Lockpick Entertainment

    Game Developer

    Game client for Dreamlords, plus server-side work and the website frontend.

    • C++

Education

  1. 2003–2006

    University of Skövde

    Bachelor’s degree in Computer Science

    Real-time computer graphics and game engine design.

Toolbox

Languages
  • C
  • C++
  • Go
  • C#
  • Java
  • TypeScript
  • Python
  • GLSL
  • Bash
  • PowerShell
  • Quadrate
Infrastructure
  • Linux
  • Docker
  • LXC
  • Proxmox
  • Kubernetes
  • Terraform
  • Google Cloud
  • DigitalOcean
CI/CD
  • GitHub Actions
  • builds.sr.ht
  • Jenkins
Version control
  • Git
  • Mercurial
  • Subversion
  • Perforce
  • Plastic SCM
Data
  • MySQL
  • MariaDB
  • Redis
  • BigQuery
Platforms
  • Unity
  • Unreal Engine
  • Android
  • iOS
  • Sailfish OS
  • PWA
  • Emscripten
AI
  • Claude Code
  • MCP
  • Claude
  • Gemini
  • GPT
  • Kimi
  • GLM

Selected work

Screenshot of Zonventure

Zonventure

A platform for GPS-based puzzle hunts, with an MCP server so AI can co-author adventures.

Commercial · C++, Go, Java, Swift, TypeScript · zonventure.com

Screenshot of Dazyflow

Dazyflow

An automation platform that connects business apps such as Gmail, Slack, Notion, Stripe and Fortnox, and runs workflows set up like a flowchart. An AI assistant can create and modify the flows for you. Hosted, or self-hosted as open source.

AGPL-3.0 · Go, TypeScript · dazyflow.app

QDOS running on a proof-of-concept calculator, with a shell written in Quadrate.

Quadrate

A stack-based, concatenative language with static typing, explicit stack effects and native compilation through LLVM, plus editor support for Neovim and VS Code and bindings for SDL3, OpenGL and SQLite. Built with it: QDOS, the OS for a homebuilt ESP32-S3 calculator, written in C with Quadrate as the shell, and DOOM with its platform layer in Quadrate. See all repositories.

GPL-3.0 / Apache-2.0 · C++, C, Quadrate · quad.r8.rs

stack fn fib(n:i64 -- i64) {
	dup 2 >= if {
		// Recursive case: fib(n-1) + fib(n-2)
		dup 1 - fib
		swap 2 - fib
		+
	}
	// Base case: n < 2, result = n (already on stack)
}

fn main() {
	0 20 1 for it {
		it fib print nl
	}
}
Screenshot of GCMS

GCMS

Mission control simulator for a Galileo satellite constellation, run from the terminal. It models orbit mechanics, power, thermal control, attitude determination and inter-satellite links in real time, and an onboard OS runs fault-management daemons and control programs written in Quadrate.

GPL-3.0 · Go, Quadrate · git.sr.ht/~klahr/phact

Screenshot of Cold and Dark

Cold and Dark

An interactive 3D Cessna 172 cockpit in the browser, with VR headset support, that teaches how to start a light aircraft engine, and why each checklist step exists.

AGPL-3.0 · TypeScript · github.com/klahr/cold-and-dark

Plastic Git Bridge

Work on a Unity VCS (Plastic SCM) repository with plain git. It keeps a local copy of the cloud repository, serves it as a normal git remote and sends your commits back as changesets, all in Docker and without the Unity VCS client.

GPL-3.0 · Bash · git.sr.ht/~klahr/plastic-git-bridge

More at GitHub and Sourcehut.

Outside work