Game Engineer with eight years of experience building playful experiences, robust gameplay systems, and scalable studio workflows.
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A live mobile sandbox where children explore and create stories. Serving as the primary developer, I took full technical ownership of the game's ongoing LiveOps. I collaborated closely with artists, audio engineers, and external clients (DR) to architect and implement new gameplay features, while independently managing ongoing App Store compliance and SDK updates.
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A nature-themed mobile sandbox focused on landscape sculpting and ecosystem simulation. I managed the end-to-end development cycle for its content updates, coordinating cross-disciplinary efforts to introduce new mechanics and wildlife.
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A PC real-time strategy game combining base-building with dinosaur combat. Alongside standard gameplay implementation, I took ownership of the project's infrastructure. I established automated GitHub Actions CI/CD pipelines for nightly Steam builds and implemented Unity Analytics systems to capture essential telemetry and bug reports from external playtesters.
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A cross-platform enterprise collaboration tool deployed across standalone mobile headsets (Meta Quest, Pico) and PCVR. I programmed real-time multiplayer systems, including a shared virtual web browser with fully synchronized multi-user inputs. I also engineered complex networked spatial mechanics such as a VR handshake utilizing temporary local-ownership transfer to mask network latency and architected technical solutions to guide peer developers.
Visit WebsiteHi, I'm Niels. I have spent the last eight years bringing playful, engaging experiences to life across mobile, PC, and VR platforms.
My background spans a wide range of engineering disciplines from building core mobile gameplay systems and spatial VR interactions to automating studio workflows and managing live operations. I enjoy the technical challenges of game development, whether that means architecting a scalable codebase, optimizing physics for constrained mobile hardware, or setting up reliable CI/CD pipelines to make my team's life easier.
I hold a Master's degree in Games Technology and a Bachelor's degree in Software Development from the IT University of Copenhagen, where I specialized in procedural content generation.