My background is in programming games and software engineering, but I also have experience in game design, interaction design, level design, and tutoring. My strongest asset is being able to develop a game from conception to publishing, through the entire development cycle.
Winner Rising Star of the Year at Spillprisen 2015
Nominee Best Story at Spillprisen 2015
Lead Game Developer on Enki, a unique web browser MMO Platformer in 2D with avatar costumization, crafting, and leveling up, made specifically for classrooms.
I used ImpactJS as a foundation for the game client, but we costumised it to our needs. 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 heavily with the Art Direction on all GUI and interaction, developed educational content, wrote part of the dialogue and side stories, 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. I also implemented a menu where you can pick the scene to row by using the oars.
Winner Best Idea for a contest held by the Norwegian Epilepsy Organisation
Programming and Interaction Design 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.
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 National 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.
W 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 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, and I have delivered 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've also played with other tools, engines, and frameworks like Unreal Engine, DirectX, Ogre3D, Flash etc., but I haven't used these on a day to day basis.
My most common role has been as a Gameplay Programmer, but I've also been in other types of roles, like Game Designer. In addition, I have been tutoring students at four Universities or 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.
I love getting stuff done.
I love the early phases of game development because I can plan on how to get more stuff done.
I love the production phase of game development because I am getting stuff done.
I love the polish phase of game development because it means I have gotten stuff done, and I am still getting stuff done.
I also take great pleasure in having a divide and conquer approach to my work.
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.
Fotball (soccer) and hiking. When I'm not a nerd I'm a sportsidiot!
My first computer game was Jazz Jack Rabbit that I got for Christmas in 1994.
Early favourites included an array of strategy games, like Theme Park, Sim City 2000, The Settlers II and III, Age of Empires I and II, and Heroes of Might and Magic III.
One day, sometime in 2003, a friend introduced me to Warcraft III. I remember that day quite well. It became the game I've played the most hours in my life.
I also loved Age of Mythology, Age of Empires III, C&C Generals, Dawn of War, and the Battle for Middle Earth games. Fair to say, RTS games have a special appeal to me.
However, I've also been an avid console gamer most of my life. I have good memories with games like Final Fantasy VIII, Super Smash Brothers. Melee, SSX Tricky, NBA Street, Halo: Combat Evolved, and Mass Effect.
Since I used to write game reviews, at one point I owned over 50 PS2 games. And I've been passionate about games of most genres. The only exception I can think of are horror games.
The last couple of years the games I've enjoyed the most have been League of Legends, Dota 2, Civilization V, and Terraria.