Lars Sjödin

UE5 C++ Developer at Liquid Swords
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Contact Information
us****@****om
(386) 825-5501
Location
Greater Stockholm Metropolitan Area, SE
Languages
  • English Native or bilingual proficiency
  • French Elementary proficiency
  • Danish Professional working proficiency

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5.0

/5.0
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Ludvig Svenonius

Lars is a very skilled developer with high standards of quality and great focus and attention to detail.

Johan EL Eriksson

Lars is a fantastic lead programmer that has the ability to to bridge technical depth and insight, with communication and human values. He has my warmest recommendations. I am always interested in working with Lars again.

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Credentials

  • Scrummaster
    Ken Schwaber
    Jan, 2006
    - Nov, 2024

Experience

    • Sweden
    • Computer Games
    • 1 - 100 Employee
    • UE5 C++ Developer
      • Dec 2021 - Present

      Works with C++ in Unreal Engine 5, Spawning and world partition streaming related systems, performance optimizations, general gameplay systems. Works with C++ in Unreal Engine 5, Spawning and world partition streaming related systems, performance optimizations, general gameplay systems.

    • Sweden
    • IT Services and IT Consulting
    • Founder
      • Sep 2015 - Present

      Developing and publishing mobile games using in-house game engine portable to many platforms (Currently OSX and Android). Technologies used: C, OpenGL, http, php. Focus is small package size using compact graphics formats (vector graphics) and minimal runtime. Consulting and contracting within the games industry. Developing and publishing mobile games using in-house game engine portable to many platforms (Currently OSX and Android). Technologies used: C, OpenGL, http, php. Focus is small package size using compact graphics formats (vector graphics) and minimal runtime. Consulting and contracting within the games industry.

    • Sweden
    • Higher Education
    • 700 & Above Employee
    • Research Engineer
      • Oct 2021 - Dec 2022

      Developing and maintaining a system for digital anamnesis used in research. Developing and maintaining a system for digital anamnesis used in research.

    • Sweden
    • Computer Games
    • 200 - 300 Employee
    • Telemetry specialist
      • Jun 2019 - May 2020

      Consultant and contractor working with setting up the first telemetry hooks, pipeline and analysis for games. Also helped recruit the team to be employed working with telemetry and analysis. I used an unholy mix of Angelscript, C++, golang, Javascript, pubsub, bigquery, bazel, kubernetes (and very little Rust). Also acted as interim Data Protection Officer working with GDPR. Embark is a Swedish/Korean games company who has set out a mission to blur the line between playing and… Show more Consultant and contractor working with setting up the first telemetry hooks, pipeline and analysis for games. Also helped recruit the team to be employed working with telemetry and analysis. I used an unholy mix of Angelscript, C++, golang, Javascript, pubsub, bigquery, bazel, kubernetes (and very little Rust). Also acted as interim Data Protection Officer working with GDPR. Embark is a Swedish/Korean games company who has set out a mission to blur the line between playing and making, with games and tools that empower everyone to create. Show less Consultant and contractor working with setting up the first telemetry hooks, pipeline and analysis for games. Also helped recruit the team to be employed working with telemetry and analysis. I used an unholy mix of Angelscript, C++, golang, Javascript, pubsub, bigquery, bazel, kubernetes (and very little Rust). Also acted as interim Data Protection Officer working with GDPR. Embark is a Swedish/Korean games company who has set out a mission to blur the line between playing and… Show more Consultant and contractor working with setting up the first telemetry hooks, pipeline and analysis for games. Also helped recruit the team to be employed working with telemetry and analysis. I used an unholy mix of Angelscript, C++, golang, Javascript, pubsub, bigquery, bazel, kubernetes (and very little Rust). Also acted as interim Data Protection Officer working with GDPR. Embark is a Swedish/Korean games company who has set out a mission to blur the line between playing and making, with games and tools that empower everyone to create. Show less

    • Sweden
    • Software Development
    • 1 - 100 Employee
    • Platform Architect
      • Dec 2016 - Dec 2018

      Programmer and architect developing a highly distributed server platform used for training, analyzing and deploying deep learning machine learning solutions. It involves managing huge volumes of data and processing it on dedicated computing hardware! Some technologies used are Java, TensorFlow, Python, GCP, Postgres. Peltarion is an expert AI and deep learning company with ten years in the field. Peltarion has a deep understanding and passion for neural networks and wants to make the… Show more Programmer and architect developing a highly distributed server platform used for training, analyzing and deploying deep learning machine learning solutions. It involves managing huge volumes of data and processing it on dedicated computing hardware! Some technologies used are Java, TensorFlow, Python, GCP, Postgres. Peltarion is an expert AI and deep learning company with ten years in the field. Peltarion has a deep understanding and passion for neural networks and wants to make the technology more accessible by making it practical and more useful. The vision is the democratization of AI. Show less Programmer and architect developing a highly distributed server platform used for training, analyzing and deploying deep learning machine learning solutions. It involves managing huge volumes of data and processing it on dedicated computing hardware! Some technologies used are Java, TensorFlow, Python, GCP, Postgres. Peltarion is an expert AI and deep learning company with ten years in the field. Peltarion has a deep understanding and passion for neural networks and wants to make the… Show more Programmer and architect developing a highly distributed server platform used for training, analyzing and deploying deep learning machine learning solutions. It involves managing huge volumes of data and processing it on dedicated computing hardware! Some technologies used are Java, TensorFlow, Python, GCP, Postgres. Peltarion is an expert AI and deep learning company with ten years in the field. Peltarion has a deep understanding and passion for neural networks and wants to make the technology more accessible by making it practical and more useful. The vision is the democratization of AI. Show less

    • Sweden
    • Entertainment Providers
    • 700 & Above Employee
    • Architect - Server Platforms
      • Jun 2013 - Sep 2015

      Coordinate development, deployment and usage of the server platform in the company in all offices world wide, monitor and maintain operational status of the architecture and system. The system serves more than 149 million players daily (Q4 2014). - Develop server side components and improvements. - Day-to-day help prioritise work of the core platform team. - Coach and assist when new systems are being developed. Technologies used: Java, memcached, mysql, hadoop, hive, Linux

    • Development Director, Social games
      • Jul 2012 - Jun 2013

      Coordinate and setup development across studios in Europe (Barcelona, London, Berlin, Bydgoszcz and Bucharest). Uphold guidelines and technical direction and make sure game development teams can produce and release games with the in house platform in an efficient manner. Also pick up and fill the backlog for the core platform team. The coordinating link between live operations, marketing and games teams to make sure the software and hardware platforms are in sync and "rightsized" for the… Show more Coordinate and setup development across studios in Europe (Barcelona, London, Berlin, Bydgoszcz and Bucharest). Uphold guidelines and technical direction and make sure game development teams can produce and release games with the in house platform in an efficient manner. Also pick up and fill the backlog for the core platform team. The coordinating link between live operations, marketing and games teams to make sure the software and hardware platforms are in sync and "rightsized" for the traffic volume on a week by week basis. Interviewing hundreds of candidates for recruitment for all tech-roles for offices across Europe.

    • Systems developer
      • Apr 2010 - Jul 2012

      Programming and co-architect for frameworks platforms shared among the server-side products for social games on facebook/G+/mobile. Serving more than 70 million customers daily using very little hardware. Designing and developing the telemetry and analytics system to analyze player behaviours and business metrics handling billions of events daily. Back end and platform development in Java. Integration to external payment providers and facebook. Technologies used: java… Show more Programming and co-architect for frameworks platforms shared among the server-side products for social games on facebook/G+/mobile. Serving more than 70 million customers daily using very little hardware. Designing and developing the telemetry and analytics system to analyze player behaviours and business metrics handling billions of events daily. Back end and platform development in Java. Integration to external payment providers and facebook. Technologies used: java, mysql, memcached, resin/jetty, ant, linux, SVN, etc...

  • Nonstop Games
    • Singapore
    • Game Server Developer
      • Nov 2014 - Mar 2015

      Nonstop Games is a King studio in Singapore Still with King, but working in the NonStop studio helping out with server related development for games and communication with the King organisation. Nonstop Games is a King studio in Singapore Still with King, but working in the NonStop studio helping out with server related development for games and communication with the King organisation.

    • Sweden
    • Gambling Facilities and Casinos
    • 1 - 100 Employee
    • Senior developer
      • Jan 2009 - Jun 2010

      ACE Interactive makes games and servers for in-house developed network connected casino machines. My role was: C++ development: performance tuning of application server and systems (Oracle 11g RAC). Some performance and concurrency optimizations / fixes in legacy C++ server code and a lot of optimization of the legacy oracle solution (both analysis and adaptation of hardware and software). Technologies used: VisualC++, oracle DB (RAC), C#, linux, Xen, perforce ACE Interactive makes games and servers for in-house developed network connected casino machines. My role was: C++ development: performance tuning of application server and systems (Oracle 11g RAC). Some performance and concurrency optimizations / fixes in legacy C++ server code and a lot of optimization of the legacy oracle solution (both analysis and adaptation of hardware and software). Technologies used: VisualC++, oracle DB (RAC), C#, linux, Xen, perforce

    • Sweden
    • Computer Games
    • 400 - 500 Employee
    • Senior Developer
      • Sep 2007 - Dec 2008

      Avalanche is a AAA games company and I worked on the engine and is credited in "Just Cause 2" and "The Hunter". Developed a multiplayer system from scratch. Part responsible for introducing shared core systems and modular architecture architecture. Wrote the dependency resolver for external and internal libraries. Game programmer in various areas (mostlu animation and performace). Technologies used: g++, visualC++, linux, intel vtune, ps3 api, MS XDK, win32, perforce, scrum Avalanche is a AAA games company and I worked on the engine and is credited in "Just Cause 2" and "The Hunter". Developed a multiplayer system from scratch. Part responsible for introducing shared core systems and modular architecture architecture. Wrote the dependency resolver for external and internal libraries. Game programmer in various areas (mostlu animation and performace). Technologies used: g++, visualC++, linux, intel vtune, ps3 api, MS XDK, win32, perforce, scrum

    • Austria
    • Gambling Facilities and Casinos
    • 300 - 400 Employee
    • Project Manager/Senior Developer
      • Dec 2004 - Sep 2007

      BWin Games Stockholm was originally Ongame and created online poker game clients and servers and ran among others pokerroom.com, at the time a very high profile poker site. I did development in mostly C++ and Java for internet based casino games. Most things from scratch or at an initial stage of design. Also a lot of work to implement tools and techniques for Scrum. Developer and scrum master in a team which developed the core client/server platform. Technologies used:… Show more BWin Games Stockholm was originally Ongame and created online poker game clients and servers and ran among others pokerroom.com, at the time a very high profile poker site. I did development in mostly C++ and Java for internet based casino games. Most things from scratch or at an initial stage of design. Also a lot of work to implement tools and techniques for Scrum. Developer and scrum master in a team which developed the core client/server platform. Technologies used: g++, visualC++, java, mysql, jboss, cvs, svn, ant, ivy, scrum Show less BWin Games Stockholm was originally Ongame and created online poker game clients and servers and ran among others pokerroom.com, at the time a very high profile poker site. I did development in mostly C++ and Java for internet based casino games. Most things from scratch or at an initial stage of design. Also a lot of work to implement tools and techniques for Scrum. Developer and scrum master in a team which developed the core client/server platform. Technologies used:… Show more BWin Games Stockholm was originally Ongame and created online poker game clients and servers and ran among others pokerroom.com, at the time a very high profile poker site. I did development in mostly C++ and Java for internet based casino games. Most things from scratch or at an initial stage of design. Also a lot of work to implement tools and techniques for Scrum. Developer and scrum master in a team which developed the core client/server platform. Technologies used: g++, visualC++, java, mysql, jboss, cvs, svn, ant, ivy, scrum Show less

  • Propellerheads AB
    • Stockholm, Sweden
    • Developer
      • Jan 2004 - Aug 2004

      Developed support for MIDI control surfaces (C++). Technologies used: CodeWarrior C++, perforce, CoreMidi Developed support for MIDI control surfaces (C++). Technologies used: CodeWarrior C++, perforce, CoreMidi

    • Sweden
    • Research Services
    • 100 - 200 Employee
    • Teacher
      • Mar 2002 - Dec 2003

      Part of a group starting three new candidate programs in computer games. Developed the program contents and some of the courses from scratch. Also cocreated the game engine that was used as part of the education. Taught programming and game design. Technologies used: g++, visualC++, cvs, opengl, linux, solaris, win32, osx Part of a group starting three new candidate programs in computer games. Developed the program contents and some of the courses from scratch. Also cocreated the game engine that was used as part of the education. Taught programming and game design. Technologies used: g++, visualC++, cvs, opengl, linux, solaris, win32, osx

    • Computer Games
    • 1 - 100 Employee
    • Lead programmer
      • Dec 1998 - Feb 2002

      Deadline Games was a games company making PC CD-rom games, and later on console games. Lead programmer for the first titles in the series "Globetrotter/Traveller" and "The farm" for PC/CDROM. Responsible for all technical decisions in the game and part project management. Designed and build the 2.5D game engine for Win32 (and Linux for debugging), resource pipeline and management of some 50k resource items (sound, animation, text, images) in many languages. Kick started and introduced… Show more Deadline Games was a games company making PC CD-rom games, and later on console games. Lead programmer for the first titles in the series "Globetrotter/Traveller" and "The farm" for PC/CDROM. Responsible for all technical decisions in the game and part project management. Designed and build the 2.5D game engine for Win32 (and Linux for debugging), resource pipeline and management of some 50k resource items (sound, animation, text, images) in many languages. Kick started and introduced C++-development at Deadline Games. A lot of graphics and gameplay/AI programming. Technologies used: VisualC++, pike, directX, win32, linux, sourcesafe, cvs Show less Deadline Games was a games company making PC CD-rom games, and later on console games. Lead programmer for the first titles in the series "Globetrotter/Traveller" and "The farm" for PC/CDROM. Responsible for all technical decisions in the game and part project management. Designed and build the 2.5D game engine for Win32 (and Linux for debugging), resource pipeline and management of some 50k resource items (sound, animation, text, images) in many languages. Kick started and introduced… Show more Deadline Games was a games company making PC CD-rom games, and later on console games. Lead programmer for the first titles in the series "Globetrotter/Traveller" and "The farm" for PC/CDROM. Responsible for all technical decisions in the game and part project management. Designed and build the 2.5D game engine for Win32 (and Linux for debugging), resource pipeline and management of some 50k resource items (sound, animation, text, images) in many languages. Kick started and introduced C++-development at Deadline Games. A lot of graphics and gameplay/AI programming. Technologies used: VisualC++, pike, directX, win32, linux, sourcesafe, cvs Show less

  • Vision Park
    • Linkoping, Sweden
    • Programmer
      • Mar 1998 - Nov 1998

      Vision Park was a nordic game studio and publisher. Programmed a gui system and then gui screens for the game "Wanabe" and began developing the Globetrotter/Traveller game engine. Also responsible for the network integration of the remote office. Technologies used: Propritary game engine, visualC++, sourcesafe, win32, linux. Vision Park was a nordic game studio and publisher. Programmed a gui system and then gui screens for the game "Wanabe" and began developing the Globetrotter/Traveller game engine. Also responsible for the network integration of the remote office. Technologies used: Propritary game engine, visualC++, sourcesafe, win32, linux.

Education

  • Lund University
    Physics, Computer science
    2001 - 2002
  • Tekniska högskolan vid Linköpings universitet
    Computer science, maths
    1992 - 1997

Community

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