Heimdal Nexus
A contract-first agent hub with a Game Pitch Factory module that chains local LLM and image APIs into pitch copy, mechanics, marketing text, and cover art.
I build agent software — hubs, modules, and workflows that call local LLMs and image generation. Latest work is Heimdal Nexus, which I took from contracts through API to React UI. TypeScript full-stack background; behaviour trees on a shipped roguelite is where the agent work started.
I build experiences that feel like magic to the people using them — whether that is a roguelite RPG, an AI-driven shooter, or an iOS app used by millions.
For over a decade I have shipped software across very different worlds: 6 years as a technical game designer on Unreal Engine titles, a long iOS career (Falcon Social, Tattoodo, Nodes), a CTO co-founder role, and more recently game AI work with modl.ai.
What ties it together is a product-oriented mindset: what is the point of building something powerful if nobody enjoys using it? I love working with people who share that vision.
A contract-first agent hub with a Game Pitch Factory module that chains local LLM and image APIs into pitch copy, mechanics, marketing text, and cover art.
Built the playable arena shooter and AI sensing layer for modl.ai's bot demo — the same line of work behind modl.ai × Riot Games.
A roguelite strategic RPG with a distinct diorama look. I owned gameplay architecture, behaviour-tree AI, procedural generation and the VR port.
A time-loop adventure made solo in one week for the Epic MegaJam 2025 — Monkey Island meets Groundhog Day.
A curated VR exhibition for PrivatePrint Studio — two walkable dream-world installations built in Unreal Engine 5.
Daily fantasy football made convenient and fun. I owned the full stack — iOS app, backend and live-data integration.
A social iOS app for turning "do you wanna hang?" into actual plans. I designed and built the app.
An experiment in "unexpected gameplay": an Angry Birds–style fling that suddenly becomes a 2.5D platformer.
Core gameplay, AI behaviour trees, procedural generation and UI for the roguelite RPG Successor — and its port to Meta Quest VR from a single codebase.
Owned the tech stack: iOS app, backend and database integration with a live football data provider for daily fantasy contests.
Sole iOS developer maintaining and growing the App Store app — took ownership of an agency-built codebase and shipped new features.
Built the company's iOS apps (Publish, Inspire, Engage) extending the social-media management platform to mobile.
Shipped apps for clients including Carlsberg (Crowdit), Telmore, Frisko and AnimalBook (Horsebook).
Project-based game and level design, balancing, GUI, paper prototyping and design documentation.
M.Sc. IT in Media Technology and Games · IT University of Copenhagen (2010 – 2012)
B.Sc. in Medialogy · Aalborg University (2007 – 2010)
Based in Copenhagen, Denmark. Open to roles and collaborations in games, AI and product.