Performant real‑time 3D systems, built from scratch.

C++ engine and graphics programmer building efficient, debuggable systems: smooth for users, and easy for the next developer to diagnose and change. MSc in Game & Software Engineering.

C++DirectX 12VulkanDXRHLSL
MSc
Game & Software Eng · BTH
DX12 · Vulkan
low-level, from scratch
GPU · Systems
efficient & debuggable
Open to roles
studios · labs · product

Featured work

problem › approach › result
Radiance Cascades global illumination, per-cascade lighting contribution.
MSC THESIS · FLAGSHIP

Real-Time Global Illumination: Radiance Cascades

PROBLEM
Dynamic diffuse global illumination without precomputed lightmaps.
APPROACH
A novel DDGI solution, Radiance Cascades, implemented on the hardware ray-tracing pipeline.
RESULT
Real-time indirect lighting cast by emissive surfaces, updating live as the scene changes.

Complimented by Alexander Sannikov, creator of Radiance Cascades (Grinding Gear Games).

C++DX12DXRHLSLPython
Ray-traced ambient occlusion pass in isolation.
SELF-DIRECTED · GPU RAY TRACING

Ray Traced Ambient Occlusion in DX12

PROBLEM
A self-defined brief: show what modern graphics APIs make possible.
APPROACH
Ray-traced ambient occlusion built directly on the DXR pipeline, with temporal accumulation.
RESULT
Accurate contact shadowing driven entirely on the GPU.

Course led by Stefan Petersson, Principal Member of Technical Staff at AMD.

C++DX12DXRHLSL
In-engine screenshot of the Tinker Tails renderer.
TEAM · SHIPPED · 13 WEEKS

Tinker Tails: Rendering System

PROBLEM
A full rendering backend for a multiplayer game, no engine or DX wrapper allowed.
APPROACH
Built from scratch in modern C++ on DirectX 11, every shader authored in HLSL.
RESULT
A finished, playable game, shipped with a team under SCRUM.
C++DX11HLSLSCRUM
ALSO · COMPILER DESIGN

MiniJava Compiler

Solo compiler for a subset of Java, covering the full pipeline. Top grade in an optional compiler-design course.

C++
ALSO · DATA

Game Progression Database

A MySQL-backed progression system with an intuitive Python CLI and a robust error handler.

Python

Skills

Grouped by domain.

GRAPHICS APIS
modernDirectX 12Vulkan
olderDirectX 11
LANGUAGES
C++primaryCHLSLPythonLua
TOOLS & LIBS
RenderDocNVIDIA NsightEnTTImGuiVisual Studio

About

I'm a graphics and engine programmer with an MSc in Game & Software Engineering from Blekinge Institute of Technology. My focus comes down to three things:

  • Data-driven code.
  • Robust systems, debuggable through runtime feedback.
  • Profiling-led optimization, not guesswork.

I've shipped a game with a team under SCRUM and worked hands-on across DirectX 11, 12, and Vulkan. I'm comfortable taking a technique from a research paper and turning it into a working, performant implementation.

Get in touch.

Open to graphics, rendering, and engine roles at studios, research labs, and product teams.