Software Engineer
UI/UX Designer
Technical Artist
Design and implementation in various in-house tools and software. Creation of promotional assets.
+35
Projects
finished
+7
Collaboration
completed
Work as a Software Engineer on planetarium software with in-house engine and Unity. For educational purposes.
Founder and Lead Developer of multiplayer Steam titles, also creator of networking courses with Photon Engine.
Work as UI/UX Designer, Software Engineer & Tech Art on various projects with various AAA game studios.
Degree specialized in 3D rendering
Degree specialized in project management
Degree specialized in Video Games
Prototyping
Engine tooling
Procedural generation
Multiplayer
Photon
Perforce
SVN
Performance profiling
deployment pipelines
tools
automation
JavaScript
apps
Backend logic
Databases
SQL
data modeling
CLI tools
maintainability
Technical documentation
GLSL
shader graphs
Maya
3ds Max
Photoshop
Rendering
Material
Procedural content workflows
Asset optimization & batching
DCC tools
Texturing
visual polish
UI frameworks
UMG
WPF
Qt
Web UI
Layout
Responsive
scalable UI
Implementation-driven UI
Interaction flows
navigation flows
Iterative testing
refinement testing
Usability problem solving
Experience-driven decision
role based UX
1.5 year
Unity
As founder and game developer in Sandstrom gamestudio, I manage a small team of 2, on a multiplayer game called Vandalhalla.
Vandalhalla is a fast paced FPS inspired by the doomer shooter genre, it uses Unity and Photon engine to handle the custom fast paced combat.
I was integrating and designing the entire game alongside my coworker.
The game was released on Steam in November 2021.
Networking
Indie dev.
Management
6 months
W.P.F.
Software engineer on a game-development tooling suite used for Metroid Prime 4: Beyond.
Designed and integrated the tooling architecture to ensure long-term maintainability across future projects.
Contributed to the integration of a refreshed user interface and ensured the quality and reliability of each tool.
Built with C# and WPF.
C#
UI/UX
Software architecture
9 months
Unreal Engine
Collaborating with 1047 Games, I integrated real-time UI interfaces in Unreal Engine.
Created, fixed, and optimized custom UI shaders.
Built internal tools to support marketing and content production.
Applied software engineering skills to debug and stabilize Unreal Engine systems.
Shaders
UI/UX
Tooling
5 months (on going)
Blazor
UI/UX design of a web application focused on game narration.
Led the creation of a unified tool serving all core narrative roles across multiple AAA projects.
The interface prioritizes role-specific usability to speed up production for non-technical users.
In a live tool like this, clarity and continuous feedback are critical.
C#
UI/UX
Front web dev.
3 months
Figma
As a UI/UX designer, I also fulfilled a product owner role.
Designed a centralized asset-sharing platform used across all Virtuos studios worldwide.
Improved cross-studio collaboration and significantly accelerated production workflows.
Created in Figma, with a strong focus on usability for core artistic roles.
Software
UI/UX
Product owning