My background is in programming video games and tutoring software engineering, but I also have experience as a game designer, interaction designer, and level designer. My strongest asset is being able to develop a game from conception to publishing, through the entire development cycle.
Programmer on Agents vs Villain, a four-player game for Xbox One.
The game is in its final stages of development, and is expected to release Q3 2017.
As the sole programmer on this project, I've worked on implementing all aspects of the game.
Winner Rising Star of the Year at Spillprisen 2015
Nominee Best Story at Spillprisen 2015
Lead Game Developer on Enki, a unique educational online game running on web browsers. It features avatar costumisation, crafting, and a leveling up system, and it's tailored for use in both classrooms and privately at home. The teacher has his or her own dashboard that interacts with the game, in which the teacher can communicate with and follow his or her pupils' progress.
Implementing the entire game client, I used ImpactJS as a foundation, although customising it heavily for the functional and non-functional requirements. As an example, I integrated PixiJS with ImpactJS to achieve WebGL rendering. Other aspects included, but were not limited to, making the game playable and ejoyable on all major modern web browsers for desktop and mobile devices.
In addition to game programming, I worked with the Art Direction on all GUI and interaction, developed educational content, wrote part of the dialogue and side stories, worked on level design, and contributed towards the design of the crafting system.
Game Designer and Programmer on RGB, a game made specifically for Logitech's GWall. The wall consists of keyboards, where each key represents a pixel.Check out the response
Nominee Best Innovation at Spillprisen 2015
Nominee Best Sound Design at Spillprisen 2015
Game Programmer and Interaction Designer on BoOooo, an Android game about a ghost protecting his mansion from humans.
In addition to implementing the game, I worked with the Art Director on all GUI and interaction, and I published it to Google Play.
Software Engineer for Oslo Fjord Museum, developing software for an interactive rowboat experience. In order to accomplish what we wanted, I had to learn about codecs, and synchronize several video files to imitate a higher resolution video. The video speeds up or down depending on your rowing abilities, and the rowboat plays random water splash sounds when you pull the oars. I also implemented a menu where you select the scene to row by pulling the oars.
Winner Best Idea for a contest held by the Norwegian Epilepsy Organisation
Programmer and Interaction Designer on N.E.F Nevronus, an educational web-based game that debunks myths about epilepsy in a fun and engaging way.
I did all implementation, and I ported the game to Android and iOS with CocoonJS. I also submitted the game to Google Play and AppStore.
Web Developer on Imal Lesing, an educational application for children to learn writing letters.
I implemented the client-side of the application as a Single Page Application for mobile devices.
The following section is a collection of some of my game jamming.
Finalist Norwegian Championship in Gameplay 2018
Programmer on Rocket Billies, a 3D game based on the theme Symmetry. Two players control their halves of a 50s rocket car, and have to work together in order to defeat the two other players.
Winner Norwegian Championship in Gameplay 2015
Programmer on Agents vs. Super Villain, a game where three players compete against each other for glory while the fourth player controls the villain.
Since this prototype won Norwegian Championship of Gameplay, the team received a grant from the National Film Institute to further develop the concept. I'm currently implementing the commercial version of the game, which we are polishing for release on Xbox One.
Best Entry Norwegian Game Awards 2011
Game Designer and Programmer on RGB, a game about destroying red, green and blue aliens by using missiles of the same color.
Finalist Norwegian Championship in Gameplay 2014
Programmer on Spooked, the prototype for BoOooo.
Finalist Norwegian Championship of Gameplay 2012
Game Designer and Porgrammer on Gravity, a game about exploiting gravity with your limited amount of fuel to complete mission objectives.
This was a family project. My brother did the art work with MS Paint, while our dad did voice.
We received permission to use music from the Norwegian artist Philter.
Norwegian Championship of Gameplay 2013
Sole Developer on A Burglar's Tale, a 2D platformer about sneaking past goblins and trolls.
The idea for this game was inspired by the scenes of Moria Mines in Lord of the Rings: Fellowship of the Ring. Sleeping goblins react on sound and wake each other up in a chain reaction.
I drew all animations frame-by frame. This was also my first attempt at implementing and using A* Pathfinding.
Global Game Jam 2013
Notable Runner-up at Mozille Game On
Programmer on Defining Moments, Two Player Tetris.
I had read that you aren't a real game programmer until you've implemented a Tetris clone.
Global Game Jam 2014
Programmer on Blind Development. I had no idea what the other team members were up to until an hour before deadline, when we quickly had to wrap everything together.
If you play, make sure to turn your speakers on.
Global Game Jam 2012
Programmer on House of Puzzles, a top-down puzzle solving adventure.
All my team-mates were second-graders from Hedmark College University.
In 48 hours I implemented basic collision detection, a level editor, and three levels filled with puzzles. I was pretty happy with that at the time.
Level Design on CERN, an intense 8-16 players deathmatch map for Unreal Tournament 2004.
This map was inspired by CERN, the European Organization for Nuclear Research, and their ATLAS experiment.
Third at The Gathering Game Dev compo 2010
Programmer on DefSys, a 3D strategy game developed for Xbox 360, about protecting our home planet with Earth's Orbital Defence System.
This was our Bachelor's Project at Hedmark College University in Experience Production and Interactive Medias.
Video shows work in progress.
I have worked as a professional developer for 6 years, delivering commercial game projects using Unity, GameMaker, ImpactJS, Phaser.io, and XNA. I have worked towards web, mobile devices, and Xbox One.
During my studies and on my own, I have also played with other tools, engines, and frameworks like Unreal Engine, DirectX, Ogre3D, Flash etc., but I have not used these on a day to day basis.
My most common role has been as a Gameplay Programmer, but I have also been in other types of roles, like Game Designer. In addition, I have been tutoring students at four different Universities and College Universities in Software Engineering.
Before all this, still in school or studying, I did various jobs as a Warehouse Agent, worked the cashier at a supermarked, sold computer equipment for an electronics store, and delivered newspapers. These jobs helped me early to develop strong work ethics.
I love getting-stuff-done.
I divide and conquer my work.
The last 10% are the most important (and hardest). Polish, polish.
K.I.S.S (Keep It Simple Stupid).
I prefer working with kind and passionate people in an agile work environment.
The best thing that can happen is becoming best buddies with my colleagues.
Work-life balance is important to me since I have a daughter.
Hanging out with my partner and daughter.
Fotball (soccer) and hiking. When I'm not a nerd I'm a sportsidiot.