Game Platform & Tools Consultant
Available from January 2027 · Full-time or part-time contracts · Based in Stockholm, open to remote work · Swedish and English
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 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.
2021–2026
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
2021
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
2019–present
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
2019
Android client for Sveriges Radio Play, built from Figma designs. Android
2018–2019
Maintained the client platform layer of Legend of Solgard in C# and Unity, built tools and SDK integrations. Unity, C#
2017–18, 2019–20
Worked on the Res i Sthlm travel app, and the Android app on bus drivers’ screens that shows upcoming stops. Android, Go
2016–2017
Analytics for indie game studios, with a Go API server and a PHP frontend. Go, PHP
2015–present
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++
2011–2015
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
2009–2011
Co-developed a Microsoft Dynamics NAV factoring component and built a financial website in C# and SQL Server. C#, SQL Server, Dynamics NAV
2007–2009
Game client for Dreamlords, plus server-side work and the website frontend. C++
2003–2006
Real-time computer graphics and game engine design.
A platform for GPS-based puzzle hunts, with an MCP server so AI can co-author adventures.
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.
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.
A port of the offline maps app to Sailfish OS, with a native interface for search, turn-by-turn navigation with voice guidance, bookmarks, track recording, map downloads and OpenStreetMap editing.
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.
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.
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.
Scuba diving, Flight simulators, Escape rooms, Puzzle hunts, Camper van travel, Virtual reality, Calculators, Board games, Video games