Development studio based in Visby, Sweden. Specializing in systems programming, backend architecture, and multiplayer technology.
(Unannounced title). Implemented frame-rate stabilization, rewrote rendering loops, and developed custom memory allocators tailored for target hardware constraints.
Custom UDP-based networking for a competitive action game. Engineered cross-platform gameplay synchronization optimized for unstable connections.
Engineered scalable web and gaming back-ends supporting 100k+ registered users, optimizing architecture to seamlessly handle high-concurrent multiplayer game profiles and real-time statistics.
Systems-level programming focused on performance, gameplay mechanics, multiplayer networking, and engine tooling.
Architecture, greenfield development, and modernization. Design of distributed systems, scalable APIs, and robust cloud infrastructure.