Software Engineer with 11+ years experience.
I'm Mikael. Software Engineer with over 11 years of working in the game industry. I have been in 8 major AAA titles working as an engineer with heavy focus on commerce and being part of the submission process.
I love games. When I'm not creating them I'm at playing on my Xbox or Playstation.
I'm also a big fan of DDR (Dance Dance Revolution)!
Here you can find a comprehensite list of games I have been part of working on and gained experience from including DLC on each title.
EA DICE - Star Wars: Battlefront II (2017)
In Star Wars Battlefront II I was heavily involved in 1st-party online features and game related UX online features.
EA DICE - Star Wars: Battlefront (2015)
In Star Wars: Battlefront I was working with group and join functionality for the PC version as well as general online functionality for all platforms.
EA DICE - Battlefield 4 (2013)
For Battlefield 4 I did commerce and was responsible for the in-game store functionallity including making sure all 48 DLC that eventually shipped with the game was in place. I also worked on Premium, Rent-a-server and Battlepacks functionallity as well as general 1st-party online features. I was heavilty involved in the submission process on all 5 platforms the game shipped on.
EA DICE - Battlefield 3 (2011)
For Battlefield 3 I did Commerce engineering including the in-game store, rent-a-server functionallity and DLC support. I also worked making sure the Premium service was functional.
EA DICE - Battlefield: Bad Company 2: Vietnam (2010)
For Battlefield: Bad Company 2: Vietnam I did lots of support in many different areas including build scripting, gameplay elements (flamethrower) and submission support.
EA DICE - Mirror's Edge (2008)
For Mirror's Edge I was heavily involved as an Animation Programmer for Faith.
I did movement and animation programming for almost all of Faith's movement (wallrunning, vaulting, general movement etc).
I was also doing sound scripting and tools programming both in Unreal Editor and Maya. I worked close with our Animators and our Technical Animators.
I did a talk about the work we did at GDC China in Shanghai.
EA DICE - Mirror's Edge Catalyst (2016)
UX & Online Software Engineer
In Mirror's Edge Catalyst I was working with Social features including Achievements, Runner Kits, Friends, DLC as well as general online features.
EA DICE - Battlefield: Hardline (2015)
In Battlefield: Hardline I was working with commerce, battlepacks and the Premium DLC service. I worked closely with submission supporting them shipping the title.
EA DICE - Battlefield 4: Dragon's Teeth (2014), Battlefield 4: Final Stand (2014), Battlefield 4: Naval Strike (2014), Battlefield 4: China rising (2013)
For the DLC of Battlefield 4 I was responsible for the in-game store functionallity on all platforms and making sure it was working correctly with the Battlefield 4 Premium service.
EA DICE - Battlefield 3: End Game (2013), Battlefield 3: Aftermath (2012), Battlefield 3: Armored Kill (2012), Battlefield 3: Close Quarters (2012), Battlefield 3: Back to Karkand (2011)
For Battlefield 3 DLC I was the major engineer making sure the in-game store was up-to-date as well and working closely with submission to help ship all the DLC on time.
EA DICE - Mirror's Edge: Pure Time Trials (2009)
For Mirror's Edge DLC I did various gameplay support and PC installer.
Other jobs and experiences as a software engineer or otherwise.
Agency 9 - (2005)
For Agency9 I did tools programming and worked on updating their content pipeline to be able to support rich content and animations into the their OpenGL Java 3D engine.
I have a range of skills in game development working closely with other engineers, producers, development directors, artists, quality assurance and submission.
I have worked and been part of releasing 8 major triple-A games and 11 DLC titles.
Frostbite, Unreal Engine, Gamebryo.
FrostEd, Unreal Editor.
Scrum, Hansoft, JIRA.
Educations that helped me shape into being a game developer.
University of Luleå (2002-2005)
Bachelor of Science Degree in Game Development.
I studied 3½ years game development in the city of Skellefteå in northern sweden at gsCEPT University (www.gscept.com) where I finished off with my project The Room (mikaellagre.com/theroom) and eventually did my thesis at Agency9 (www.agency9.com).
Compulsary school (1988 - 1998)
9 year compulary school
9 years of compulsary school started in Norrköping, Sweden where I'm born and my main school interest was drawing and computers.
Upper secondary school (1998 - 2001)
3 years in upper secondary school learning math, science and programming that eventually prepared me for University.
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