Projects

Vitar Games 2023-Present

Vitar Games
Dig-in — in-engine look at the WW1 strategy management game
Dig-in (in development) — screenshot from vitargames.com.

Role

CTO & Co-founder. Working in a small team to make a colony survival & Stategy game Dig-in in Unreal Engine 5.

Mainframe Industries 2021-2023

Pax Dei
Pax Dei — characters in a misty fantasy valley
Pax Dei — official key art (playpaxdei.com).

Working as a Senior Gameplay Programmer & in the engine team on Pax Dei

CCP Games 2013-2021

CCP Games

EVE-Aether Wars

EVE Online
EVE Online — Empyrean Age era space battle
EVE Online universe (Empyrean Age–era screenshot, same ship art style as the Aether Wars tech demos). Wikimedia Commons — CC BY-SA 3.0.

Public prototype using eve assets, Unreal Engine 4, and Hadean’s Aether server technology, to test viability of truly massive multiplayer. We ran several public tech demos maxing out at around 2500 concurrent players in one match. And around 10000 players including bots.

Project Nova

Worked on the first person shooter codename project nova. Mostly worked on UI, the game used Unreal Engine 4

AR Prototypes

Worked on various Augmented reality prototypes on platforms ranging from microsoft hololens to Googles project tango. Most prototypes where made in Unreal Engine 4, with a short stop with Unity.

EVE-Online – 2013-2017

EVE Online
EVE Online — Gallente frigate in space
EVE Online — in-game screenshot. Wikimedia Commons — CC BY-SA 3.0.

Senior Software Engineer at CCP games, mostly working on EVE Online. Have taken part in redoing the new player experience two times (opportunity system, and inception NPE), was the primary engineer on the notification system. Generally work on the full stack, client and server being python, while database is Microsoft SQL server stored procedures.

Gogogic 2009-2013

Gogogic

Cake pop party

Cake pop party is a social cake pop making and sharing app for iOS with social feature. You can share your creations, comment on others and rate them. Website here

My role

Senior/Lead Programmer. I started the project and was a part of it to the end, picked technologies to use on the client side and implemented the core features in the creation part of the game. Also dealt with technical communication with the client and the art studio. I was mentoring a junior programmer on the project (who was coming from assembly 20 years ago)

Team size : 3-6

Godsrule

Sega
Godsrule — isometric village and units
Godsrule: War of Mortals — promotional / press screenshot (Sega, 2013).

Godsrule is a multi platform village management RTS hybrid “Mid-core” MMO published by Sega.

Features:

My Role:

Lead client programmer, programming core features like Real-time combat, as well as doing optimisations with focus on iPad. Communicating with game design & art leads over the course of the project. Team 3-4 Client programmers 1-2 Game designers 3-4 Artists 1-2 Server programmers 1 Quality assurance

Soft freak fiesta

Soft freak fiesta was a simultaneous turn based multiplayer game in which the objective was to beat the opponent either by killing him with pure force or throwing them out of the map. Each player selected what their freaks should do, when both players had selected their move the turn played out. This was repeated until one player got rid of the opponents freaks, or everyone died.

Features:

My Role

Programmer. Came into the project quite early, programmed a lot of the gameplay features & multiplayer, made some improvements on the core-framework/engine. Was the first commercial game I worked on.

Team

Vikings of thule

Features:

Technologies

Actionscript 3, Adobe flash, Java, Smartfox server (Java), mysql

My role:

Client: Post release support and new features Load testing & server optimization Game design support & analytics Team 1-

Tiny Places

Big Fish Games

Features:

iOS action puzzler published by big fish Gorgeous graphics and fun gameplay Technologies: Objective-C, Cocoa, CocoaTouch, Cocos2D, Box2d

My role:

Post-release in game features & bug fixing Programming Asian localisation (Chinese, japanese, korean) Rupture prototype

Features:

Hex grid, turn based tile strategy meets magic the gathering Was working prototype, but focus went on other projects Technologies:

Objective-C, CocoaTouch, Smartfox server (python) My role:

Lone programmer, both server & client, client in Objective-C, server in python Symbol6

Features:

iOS action puzzler Technologies:

CocoaTouch, C#, XNA My role:

Re-release consulting, experiments in porting it to XNA, small post-release bug fixes.

Midi.is – 2006-2009

Role

Designed and programmed a movie ticketing system Both the client residing on the POS systems as well as an admin system. Web services and database programming. Scanning solution for Herjólfur (scanning sold tickets) Support and service of multiple ticket systems (Theaters, Concerts, Boat) Technologies

C#, windows forms, WPF, ms-sql & ADO.net database and related web services. Application

Used by all the icelandic movie theatres, now used by Smárabíó, háskólabíó, borgarbíó, laugarásbíó and bíó paradís midi.is website

Videntifier technologies – 2009

Role

Worked on the client and webservice side of their multi-platform video identification solution(Videntifier) Technologies

Ruby, C++, QT, MFC Application

Multi-platform client for their video identification platform