Joakim Hagdahl
Senior Software Engineer II at Full Circle (EA Studio)- Claim this Profile
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Bio
David McAnerin
Joakim is one of the most uniquely talented SEs I have seen in our industry. His drive to stay current - consistently analyzing competitive products and doing research on cutting edge techniques is second to none. He also found a way to strike a balance between polishing what existed in the game, supporting new feature development / tools, and experimenting with new underlying animation technology to make the title competitive with what he expected best in class to be in 2 years in the future. I would not hesitate to work with him again.
Mathi Nagarajan
Joakim is a very talented, versatile and passionate developer, who is only happy when delivering the highest quality work. Although he came to our organization primarily as developer who specializes in animation, he has been able to take responsibility over many other systems ontop of his animation responsibilities, such as managing the pc version of BioShock 2, stereoscopic 3D and shaders as well as metrics and visualization using Tableau and SQL, and he has also become very proficient at Unreal Engine 3. He is a hard worker and he delivers high quality code that is designed, written and tested very well. I would highly recommend Joakim, and would gladly work with him again.
David McAnerin
Joakim is one of the most uniquely talented SEs I have seen in our industry. His drive to stay current - consistently analyzing competitive products and doing research on cutting edge techniques is second to none. He also found a way to strike a balance between polishing what existed in the game, supporting new feature development / tools, and experimenting with new underlying animation technology to make the title competitive with what he expected best in class to be in 2 years in the future. I would not hesitate to work with him again.
Mathi Nagarajan
Joakim is a very talented, versatile and passionate developer, who is only happy when delivering the highest quality work. Although he came to our organization primarily as developer who specializes in animation, he has been able to take responsibility over many other systems ontop of his animation responsibilities, such as managing the pc version of BioShock 2, stereoscopic 3D and shaders as well as metrics and visualization using Tableau and SQL, and he has also become very proficient at Unreal Engine 3. He is a hard worker and he delivers high quality code that is designed, written and tested very well. I would highly recommend Joakim, and would gladly work with him again.
David McAnerin
Joakim is one of the most uniquely talented SEs I have seen in our industry. His drive to stay current - consistently analyzing competitive products and doing research on cutting edge techniques is second to none. He also found a way to strike a balance between polishing what existed in the game, supporting new feature development / tools, and experimenting with new underlying animation technology to make the title competitive with what he expected best in class to be in 2 years in the future. I would not hesitate to work with him again.
Mathi Nagarajan
Joakim is a very talented, versatile and passionate developer, who is only happy when delivering the highest quality work. Although he came to our organization primarily as developer who specializes in animation, he has been able to take responsibility over many other systems ontop of his animation responsibilities, such as managing the pc version of BioShock 2, stereoscopic 3D and shaders as well as metrics and visualization using Tableau and SQL, and he has also become very proficient at Unreal Engine 3. He is a hard worker and he delivers high quality code that is designed, written and tested very well. I would highly recommend Joakim, and would gladly work with him again.
David McAnerin
Joakim is one of the most uniquely talented SEs I have seen in our industry. His drive to stay current - consistently analyzing competitive products and doing research on cutting edge techniques is second to none. He also found a way to strike a balance between polishing what existed in the game, supporting new feature development / tools, and experimenting with new underlying animation technology to make the title competitive with what he expected best in class to be in 2 years in the future. I would not hesitate to work with him again.
Mathi Nagarajan
Joakim is a very talented, versatile and passionate developer, who is only happy when delivering the highest quality work. Although he came to our organization primarily as developer who specializes in animation, he has been able to take responsibility over many other systems ontop of his animation responsibilities, such as managing the pc version of BioShock 2, stereoscopic 3D and shaders as well as metrics and visualization using Tableau and SQL, and he has also become very proficient at Unreal Engine 3. He is a hard worker and he delivers high quality code that is designed, written and tested very well. I would highly recommend Joakim, and would gladly work with him again.
Experience
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Full Circle Studio
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Canada
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Computer Games
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1 - 100 Employee
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Senior Software Engineer II
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Oct 2019 - Present
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Electronic Arts (EA)
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United States
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Entertainment Providers
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700 & Above Employee
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Senior Animation Engineer
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Oct 2018 - Present
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Capcom Game Studio Vancouver
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Vancouver, Canada Area
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Principal Software Engineer
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Jul 2017 - Sep 2018
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BioWare
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Canada
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Computer Games
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200 - 300 Employee
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Senior Programmer
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Jun 2014 - Jul 2017
Responsibilities - Lead development of animation programming for Anthem. - Drive best practices for programming with regards to animation. - Collaborate and share a common vision for animation technology between Bioware studios. Achievements - High quality character animation for a multiplayer online game that was revealed to acclaim. Projects - Anthem Responsibilities - Lead development of animation programming for Anthem. - Drive best practices for programming with regards to animation. - Collaborate and share a common vision for animation technology between Bioware studios. Achievements - High quality character animation for a multiplayer online game that was revealed to acclaim. Projects - Anthem
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2K Games
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San Francisco Bay Area
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Senior Programmer
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Jan 2012 - Jun 2014
Responsibilities - Lead development of all animation and facial animation systems to deliver a third person character movement suite with cover and special abilities for player and AI. - Researching and developing complex animation behaviour combining IK and procedural animations. - Supporting the animation and gameplay programming teams to achieve their tasks. - Fixing bugs in the engine and the tools to support the content producers. - Optimizing the engine with SPU animation decompression, RSX memory cache, inner loop vector intrinsics, etc. - Acting Tech Lead while Lead is out of the office. Bug database management for the Tech programming group. Achievements - Supporting a large team with all their animation system and pipeline needs. - Achieving a high quality character animation mixed with good quality automatically generated facial animations. Projects - The Bureau (XCOM) - Mafia 3 Show less
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2K
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Computer Games
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700 & Above Employee
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Senior Programmer
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Jan 2007 - Jan 2012
Responsibilities - Lead development of the animation systems for first person character movement and AI. - Integrating engine and editor features to UE3 via custom written merge tool. - Supporting animation team and programming team to achieve their tasks. - Adding rendering and system features to the Engine and Editor. - Evaluating metrics systems in Unreal and visualization in Tableau, writing new SQL queries and fixing UE3 queries. - Ported rendering features from Bioshock 2 Console to PC DX10. - Lead the PC port programming of Bioshock 2 PC while Tech Director was on extended leave. - Handled contact with third party PC hardware vendor to implement support for Nvidia Vision glasses in Bioshock 2 PC engine. - Fixing bugs in the engine and tools to support the content producers. - Sharing code solutions with studios using Unreal within 2K for Spec Ops and Bioshock Infinite. - Optimizing the engine with skeletal Mesh Bone LOD routines and etc. Achievements - Implementing an Animation Graph Editor and runtime Animation State Machine that was used in several game prototypes and upcoming game. - Shipped Bioshock 2 to critical acclaim. Projects - XCOM FPS - The Bureau (XCOM) - Bioshock 2 Show less
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Senior Programmer
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2003 - 2007
Responsibilities - Develop PS2 and PS3 Eyetoy game prototypes. - Develop the Eyetoy Groove gameplay from prototype to shipping game. - Researched and developed Animation, Camera, Player Control Systems and the Mesh and Animation Build Import Process for the Gangs of London PSP game. - Support the Animation and Character Pipeline for Gangs of London PSP. - Maintain Vehicle Animation, Camera and Pedestrian gameplay systems for Getaway Black Monday. - Fixing bugs and optimizing the various games. Achievements - Developing a project from prototype to shipping product in 6 months. Projects - Eyetoy Groove - Getaway Black Monday - Gangs of London - PS3 Eyetoy prototypes Show less
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Programmer
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2000 - 2003
Responsibilities - Implementing 3 full minigames and all their gameplay systems for Asterix Mega Madness. - Develop the Player Controls and Animation Systems for Futurama the Game. - Supporting the animators with the animation import pipeline for Futurama. - Implementing a sound system including sound memory management for PC, PS2 and Xbox. - Fixing bugs and optimizing the various games. Achievements - Shipping a product within my first year in the video game industry. Projects - Asterix Mega Madness - Futurama The Game Show less
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Education
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Luleå University of Technology