• Part of 3D team for Epiroc (formerly Mobilaris) Mining Intelligence, creating monitoring and navigation software for underground and surface mines.
• Worked on new and improved data visualization and navigation frontends built with Angular and Unity, bringing improved stability, new features, a consistent and cleaner visual design and improved usability.
• Part of internal UX team, collaborated on creating a new consistent interface and design language for new frontends, with other developers and product managers, using Figma and Miro and implementing accepted designs in web and 3D.
• Implemented and pushed for streamlined codebase organization for frontends, leading to 5x reduction in code repositories, build time and deployment. Reduced code‑review count from 15 to 3 per major change, accelerating release cadence.
• Built several internal tools to help simplify development and testing.
• Revamped existing testing CI/CD pipeline, automated manual 3D frontend building and created unified module for deployment in Azure DevOps.
• Took initiative to extensively document own work and create additional documentation: updating out-of-date code readmes for both owned and adjacent repositories, creating onboarding materials for new developers and other teams, documenting style guides,way of working, project architecture, setup guides for CI/CD pipeline and self-hosting pipeline agents.
Interned and worked at House of How Sweden, on Minecraft skins, levels and promotional materials.
• Interned and worked on art for Minecraft marketplace skins, maps and packs and store marketing materials.
• Created high quality models and textures for several well received Minecraft packs using Blockbench.
• Created high quality marketing materials for skins and pack using Photoshop or Affinity Photo.
• Created environmental art for map pack in collaboration with other artists and designers.
• Performed outsourced QA work on several external client.
You control 4 characters of different classes with the goal of eliminating all enemies in an insecure area. Each character has different abilities and you get to plan their upcoming actions. When the actions are planned you can see how they play out and decide between redoing the action or proceeding from them.
UI/UX for a unnamed chatting and party game app. I worked on UI/UX for the game, doing the initial UI mockup and implementation. After that I focused on making this more stylized theme.
Tokyo Oni is a cyberpunk adventure game inspired by The Last Night's 2.5D visuals. The project went on for 4 weeks after which we had a semi-functional build, minus any of its narrative elements, which were only in the story trailer, which I made solo.