Technical Director at Mojang Studios
Stockholm, Sweden
I'm a software engineer turned technical leader with a mechatronics background and a passion for building strong engineering teams. After shipping Minecraft Dungeons and later working on its DLC and seasonal updates, I moved fully into technical leadership — focusing on clarity, collaboration, and scalable technical strategy in Unreal Engine.
I love helping teams grow, make smart decisions, and ship great products. Tech, people, and product — that's where I thrive.
Summer and part-time embedded systems programming.
A browser-based factory-automation game where you place belts, machines, and hubs to route and transform shapes. Systems run continuously — the factory keeps working even when you're away. Engineered to stay smooth at scale.
A header-only Entity Component System (ECS) for modern C++20. Components can be added to or removed from entities at runtime, with cache-friendly, arena-allocated storage for fast iteration. Built with templates and concepts to make misuse hard.
A header-only octree / quadtree for modern C++20 that adapts to 2D or 3D at compile time from your own vector type. Stores any payload and answers fast spatial queries — spheres, boxes, and custom shapes composed with AND, OR, and NOT in a single pass.
A real-time 2D physics playground in C++20 — Verlet integration with circle and line collisions, friction, and restitution. Renders with SFML and ties together my own ecs-cpp and octree-cpp for cache-friendly entities and fast broad-phase collision queries.