
at IMVU
Oslo Area, Norway

at IMVU
Oslo Area, Norway
I am currently offering my services and knowledge of the MMORPG industry as an independent consultant. If you're planning on making an MMO, and want to make sure you're doing all the right things, contact me.
In my previous job as Technical Director at Avator I evaluated technology and services for our MMORPG, evaluated a development team during prototype stage and advised the design team on technical questions and sharing my MMO experience.
Before this I worked at Funcom in a number of different roles, from maintenance programming to internal research and being the programming team leader on several projects. I worked with a wide range of tasks including network code, scripting and next-generation graphics, on internationally successful titles like "Dreamfall", "Anarchy Online" and "The longest Journey".
MMORPG development and middleware analysis. C/C++ programming, optimization & debugging, python, LUA embedding, network code, rendering, Flash/Flex, Linux.
(Privately Held; Internet industry)
October 2009 — Present (2 months)
(Self-Employed; 1-10 employees; Computer Games industry)
1997 — Present (12 years )
Eressea is a play-by-mail strategy game I co-designed and developed with a couple of friends when I was at university that got popular enough to have a few thousand players.
It's still alive, and I am now using all of the proceeds to save endangered animals.
(Privately Held; Computer Software industry)
July 2009 — October 2009 (4 months)
Working on Mimiria, Kvaleberg's mobile phone OS.
(Information Technology and Services industry)
April 2008 — May 2009 (1 year 2 months)
I have been in the MMO industry since 2000 and worked on a number of titles in a wide variety of capacities anywhere between inception and post-launch. If you are creating an Online World, you may want to consider having somebody with my experience to advise your team.
(Public Company; Computer Games industry)
October 2008 — April 2009 (7 months)
* Upgrade of Anarchy Online to the open-source Ogre 3D engine.
* Lead for a team of three developers.
(Privately Held; Computer Software industry)
April 2008 — March 2009 (1 year )
* Technical adviser for a 2D browser-based virtual world.
* Prototyping with Flex and Flash.
* Implementation of a Quest system in Java.
(Privately Held; 11-50 employees; Computer Games industry)
June 2007 — April 2008 (11 months)
At Avator (formerly Sunflowers) we were making an MMORPG based on a well-known single-player franchise. Until the project was put on hold, I was overseeing the development of a prototype and helping the design team understand the special constraints of making an MMORPG, as well as evaluating and deciding what third-party technology to use.
(Public Company; 51-200 employees; Computer Software industry)
December 2000 — June 2007 (6 years 7 months)
(Educational Institution; 1001-5000 employees; Research industry)
October 1998 — November 2000 (2 years 2 months)
(Privately Held; 1-10 employees; Computer Software industry)
1989 — 1992 (3 years )
PBEM, climbing, virtual worlds, cycling, geocaching, snowboarding, languages
Rhino Climb Kilimanjaro 2004,
Great Gorilla Run 2004 & 2006,
Astronomer mot orddeling (AMO)