Klas Linde
Gameplay Engineer at Embark Studios- Claim this Profile
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Bio
Experience
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Embark Studios
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Sweden
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Computer Games
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200 - 300 Employee
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Gameplay Engineer
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Aug 2021 - Present
Stockholm Metropolitan Area Gameplay programmer on The Finals, Ark Raiders. Unreal Engine 5
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Paradox Interactive
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Sweden
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Computer Games
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300 - 400 Employee
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Software Engineer - Stellaris
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May 2021 - Aug 2021
Stockholm, Stockholm County, Sweden Work on upcoming patches, C++, Clausewitz Engine
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Software Engineer - Unannounced Project
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Feb 2021 - May 2021
Stockholm, Stockholm County, Sweden Proof of concept programming support, C++, Clausewitz Engine
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Software Engineer - Imperator: Rome
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Aug 2019 - Feb 2021
Stockholm, Stockholm County, Sweden Code support for designer tasks and contributions to the Clausewitz engine. General purpose role, solving technical problems in a tightly woven team. Contributed to the Imperator: Rome 2.0 redesign. Linux, C++,
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Cybercom Group
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Sweden
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IT Services and IT Consulting
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200 - 300 Employee
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Software Engineering Consultant
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Jan 2019 - Aug 2019
Huskvarna, Sweden Working for the R&D tools team using C# on-site at Husqvarna Group. .Net Core, Microsoft Azure Pipelines, Unity Engine.
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Software Engineering Consultant
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Aug 2016 - Aug 2019
Sundsvall, Sverige Specializing in backend languages. In particular C, C++
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Software Engineer
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Oct 2016 - Dec 2018
Stockholm, Sweden Skatteverket, Swedish Tax Agency. On-site consultancy work. First on a contract to port legacy code from HPUX (Unix) to Red Hat Linux. Maintaining, supporting society-vital systems with leading expertise in C. Main language is C/C++ but Java, Perl, Python have all been used. A major proponent for change, part of a process introducing Continuous Integration using Jenkins, Agile Workflows; and is taking part of active renewal projects including Docker and Angular.
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Software Engineer
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Sep 2016 - Sep 2016
Internal project experience working with VR and AR
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Corncrow Games AB
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Sweden
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Entertainment Providers
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1 - 100 Employee
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Game Developer
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Apr 2014 - Nov 2015
Sundsvall, Sweden Shouldered a generalist but lead role in bringing the fully-fledged first person shooter The Dead: Beginning to the iOS and Android platforms using the Unity Engine in a team of a few other programmers. Development tasks include gameplay programming, Gamepad support through its own input abstraction layer, UI programming, Optimization, Artificial Intelligence, Android and iOS plugin development using Objective C, Java and C#, Leaderboards using PHP, JSON, SQL, in app purchases, co-op… Show more Shouldered a generalist but lead role in bringing the fully-fledged first person shooter The Dead: Beginning to the iOS and Android platforms using the Unity Engine in a team of a few other programmers. Development tasks include gameplay programming, Gamepad support through its own input abstraction layer, UI programming, Optimization, Artificial Intelligence, Android and iOS plugin development using Objective C, Java and C#, Leaderboards using PHP, JSON, SQL, in app purchases, co-op support and much, much more.. The Dead: Beginning amassed millions of downloads during its first weeks on the app markets.
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Game Developer
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Apr 2014 - Nov 2015
Sundsvall, Sweden Starion: Tactics is a board-game, card-game hybrid strategy game made with simplicity in mind. While no key design decisions were made by Klas, he still had a leading role alongside a sole other developer in this Unity-based project using C#. Key accomplishments on Starion include implementing a competent, influence-map based artificial intelligence that could floor players; but also user-interface programming, optimization work and implementing all sorts of gameplay systems such as the… Show more Starion: Tactics is a board-game, card-game hybrid strategy game made with simplicity in mind. While no key design decisions were made by Klas, he still had a leading role alongside a sole other developer in this Unity-based project using C#. Key accomplishments on Starion include implementing a competent, influence-map based artificial intelligence that could floor players; but also user-interface programming, optimization work and implementing all sorts of gameplay systems such as the card effect system, the dice bonus system and network lobbies.
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Web Developer
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Apr 2014 - Nov 2015
Sundsvall, Sweden Performed consultancy work maintaining puzzle pages in html5. Work mainly done using the sublime text editor on an in-house CMS using tools such as jquery, less, underscore, php and ftp. Puzzles include crosswords, word search, image matching and similar mainstream games targeting a typically non-gamer audience.
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Web Developer
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May 2015 - Jul 2015
Sundsvall, Sweden Delivered a web application for an upcoming event alongside one other programmer for Ford Canada. A few intensive weeks of both back-end and front end work on a facebook app that supported uploading and administration of media and youtube clips for the general public. PHP, Javascript, HTML, CSS, LESS, Python.
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Frostbite
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Sweden
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Computer Games
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1 - 100 Employee
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Software Engineer
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Aug 2013 - Jan 2014
Stockholm, Sweden Implemented the then unannounced Sony VR HMD as well as the Oculus DK1 headset into the Frostbite Engine. Hired alongside thesis work. A small project that at some point included a couple other game developers. Held demos and user experience analysis on a monthly basis. Worked with Enlighten, Frostbite Engine, C++ using knowledge in linear algebra and game engine architecture.
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Bachelor Thesis
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Jun 2013 - Jan 2014
Stockholm, Sverige Implementing and researching modern Virtual Reality in the Frostbite Engine, helped lay out the foundation for Frostbite VR. Late-frame transform updates, consistent low-latency though all cameras and a generic, nonintrusive interface. Writing a thesis report on Virtual Reality ideas, concepts and best practices for reducing simulator sickness, latency and improving user experience in areas like input latency, user interface and character movement. Tools used were Oculus Rift… Show more Implementing and researching modern Virtual Reality in the Frostbite Engine, helped lay out the foundation for Frostbite VR. Late-frame transform updates, consistent low-latency though all cameras and a generic, nonintrusive interface. Writing a thesis report on Virtual Reality ideas, concepts and best practices for reducing simulator sickness, latency and improving user experience in areas like input latency, user interface and character movement. Tools used were Oculus Rift, Sony VR, C++, DirectX; work performed in EA's in-house Frostbite engine.
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Independent Developer
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IT Services and IT Consulting
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1 - 100 Employee
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Game Developer
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Apr 2012 - Jun 2012
Skelleftea, Sweden Took part in developing an independent game as a student assignment in a team of more than a dozen developers and artists. Key responsibilities involved game engine tweaking, camera programming, configuration loading, mouse input and general development tasks. The game was developed using LTU's in-house Nebula engine.
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Education
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Luleå University of Technology
Bachelor’s Degree, Computer Science, Game Programming