BIO AND INTRODUCTION
I am a 29 year old game developer. I originally started out as a level designer but over the years I have expanded into many more areas: environment art, tutoring, game design, creative direction, and so on.
I am highly specialized in the Unreal Engine. I have been working with the Unreal Engine since 1999 and I have vast knowledge of it. I have worked extensively with all three generations and I have worked on seven released Unreal Engine titles.
I have a decade of professional experience and 14 years if you count the time I spent in the mod communities. I have worked for over half a dozen game studios, both on-site and off-site positions, and in several different countries. In total, I have worked on ten games (The Ball, Unreal Tournament 2004, Killzone, Shellshock nam 67, The Chronicles of Spellborn, Huxley, WarPath, Rekoil, Unmechanical, and Syndicate), and over the years I have built over 90 levels for all the games I have worked on.
I won over a dozen prizes in the world's biggest game development contest: Epic Games' Make Something Unreal contest (UT2004/UT3 editions). Eight times a first place, and 15 top-5 positions. A feat very few other people have managed, if anyone.
In addition, I am also the author of the books "The Hows and Whys of Level Design" and "The Hows and Whys of the Games Industry", I run one of the most popular Unreal Engine 3 tutorial websites (250.000 visitors a year), I created Unreal Engine training videos for Eat3D, and I give lectures and workshops to schools and companies. The past few years I have given Unreal Engine training to the development studios VStep, Playlogic, and Starbreeze, lectured at the University of Stockholm, University of Kortrijk, University of Gotland, The Garden, and Playground Squad, and I currently hold the position of Head Teacher Game Design and Internship Coordinator the education FutureGames in central Stockholm.
I started my own game development studio in 2009, secured funding, and as the lead developer brought our ambitious game The Ball to completion with just a handful of people. I set up publishing and distribution contracts, and secured world-wide retail distribution and publishing deals. After release we set up a large Portal DLC together with Valve (Potato Sack), and we moved on to our second game Unmechanical (in cooperation with Talawa Games).