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

Steam page

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

Nintendo eShop

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

Steam page

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

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