Successor
A roguelite strategic RPG with a distinct diorama look. I owned gameplay architecture, behaviour-tree AI, procedural generation and the VR port.
Six years building Successor in Unreal Engine: gameplay architecture, behaviour-tree AI, procedural generation, UI and a full VR port from a single codebase. In a tiny team I touched every part of the game, from texture fixes to grand design.
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 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.
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.
An experiment in "unexpected gameplay": an Angry Birds–style fling that suddenly becomes a 2.5D platformer.
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.
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.
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.