This is a list of different projects, school and professional, that I've been involved in.


Since 2011 I have been working on the Frostbite team at Electronic Arts. I have been involved in several projects and have been involved in several areas:

  • Indirect lighting system/Enlighten
  • Terrain system
  • PC specific features
  • Engine scalability
  • Memory optimizations
  • General rendering systems

Battlefield 4

The follow up to the successful Battlefield 3, I worked in the Frostbite group, now a separate unit within EA, closely with the DICE team.

This title was a Gen4 (PS4 and Xbox One) launch title, but simultaneously launching on Gen3 (Xbox360 and PS3) and PC, making this a 5 SKU title!

Battlefield 3

Multiple award winning, monster hit Battlefield 3 was released in November 2011. With a dramatic single player campaign and world class multiplayer component.

Battlefield was the first game using Frostbite 2, the next generation engine developed at DICE in Stockholm. It uses a deferred rendering engine, advanced animations from the ANT animation engine. Frostbite also has a flexible terrain system, dynamic destruction and award winning audio.


Bulletstorm is a game from Warsaw based Polish developer People Can Fly. The game follows ex mercenary now space pirate Greyson Hunt on a crazy adventure across the universe. How can that story be anything but awesome!

Need for Speed: Hot Pursuit

In 2010 it was UK based developers Criterion turn to try to reinvent the venerable franchise Need for Speed. The result was Need for Speed: Hot Pursuit. The idea is simple: cops versus racers.

Mirror's Edge

Mirror's Edge is a new IP at DICE which attempts to redefine first person action adventure with emphasis on the character experience. This means a lot of hard work has gone into making sure it feels you are controlling a character, not a camera floating in air. Also the gameplay focuses on movement, flow and hand to hand combat, as supposed to gun play (don't worry there are some guns in there too).

The main character is called Faith. We follow her through a shining city in a not so distant future. In this future big brother has taken control resulting in tightly controlled society. In this world couriers called runners carry sensitive information by hand across the city, beyond the reach of authorities, on the brink of the law.

Mirror's Edge was released 12:th November 2008 for Playstation 3 and Xbox 360, and 13:th January 2009 for PC both as boxed product and on Steam.

Mercedez-Benz Bus Profi

This was a web project I did with my friend Mattias Stridsman. It was flash based web game for Mercedez-Benz bus division in Germany. We did this job with Chris Hildenbrand heading up as producer and design by a group of students in Germany.

The concept was a set of mini-games, one unlocked every week. The aim was to encourage young people to get a bus driving license. For the best player there was a grand price of a paid trip to the soccer world cup for all his/her friends. The project ran for 3 months.

Volume rendering with Spherical Harmonics

In the winter of 2005 I was lucky to be selected for an internship at the visual effects company Digital Domain in Los Angeles, USA. The internship was a part of my thesis work at the M.Sc. Mediatechnology programme at Linköping University.

My task was to research and develop a new lighting system for Digital Domains proprietary and Academy Award winning volume renderer Storm. After some initial research we choose to use Spherical Harmonics.

Real-time cloth simulation

This project was a part of the course "Animation and Modelling". I choose to implement a cloth simulator using spring-mass system with euler integration. The cloth is made up of the masses connected with three different spring types to simulate the different forces that appears in real cloth (stretching, shearing and bending).

Real-time illumination using HDR images

... is the rather long name on a project I did in the course "Image Based Rendering, Lighting and Modelling". Our project used lightprobes, captured with HDR techniques, to shade an object. We used C# and DirectX and shaders written in HLSL, to calculate the lighting from the environment at each point on the object.

We captured the lightprobes ourself in a 24 hour cycle from the roof of one of the student dorms using the different exposure techniques. The images was then assembled in HDR Shop.

eXtreme Inner City Golf

The purpose of the course "Software Development" is to expose the students to working with software development in larger teams. This is tested practically with a simulated project with fictious customer, in this case students from the programme for "Culture Society and Media production". The development project was to develop a multiplayer game, pc-to-pc via a server, and with characther information stored at the server.

Balls, balls, balls

This project was completed for the course "Simulation and Modelling" in 2003 together with four other students. Despite the obviously funny name, this was a serious project. This was my first real exposure to C++ and OpenGL, yet I'm rather pleased with the result.

We set out to make a real-time simulation of an "ocean-of-balls" similar to those one can find at McDonalds where children can play. The complexity grows as the number of balls increase. Therefore this project mostly came to deal with optimization of the code and datastructures.


In the course "Information visualization" each project group was handed a dataset which was to be visualized with methods from the course. In our case the data was tourism statistics from about 40 italian cities near Florens.

We choose to code our project in Macromedia Flash, mostly based on it's graphic capabilities. We attemted to use a technique called "Focus and Context", which means that the user has the ability to scale some regions of the map while keeping a picture of the overall data.

You can download the the report (in Swedish) below.