I’m a graphics programmer, specializing in low-level OpenGL / DirectX, and other GPU-related development.
I’ve also previously worked at Hue AS, building big-scale data visualization software for the Oil and Gas industry.
Before that, I was one of the first employees at Falanx Microsystems (later aquired by ARM), where I worked on the ARM Mali line of GPUs, with an emphasis on the OpenGL ES drivers.
You can read more about my professional career on my LinkedIn profile.
I’ve made a lot of demos, and some other notable labels I’ve released under are:
The videos on the top of this page showcase some of these demos.
I’ve also been involved in organizational work in the demoscene, for instance:
- Being an organizer of the creative competitions at The Gathering in 2001 and 2002.
- Being a Creative Mentor at The Gathering 2012.
- Organizing Kindergarden in 2003 through 2007.
- Taking part in the Meteoriks jury in 2018.
You can find the source code of most of my works on GitHub. Here’s some highlighted projects, though:
- Rocket: This is a sychronization tool for demoscene productions. It’s written in C/C++, using Qt for the user interface.
- Grate: This is a reverse-engineered driver for the NVIDIA Tegra 2 GPU. It’s developed in cooperation with Thierry “tagr” Reding and Dmitry “digetx” Osipenko.
- Pimpmobile: This is a MOD/XM music playback engine for the Nintendo Game Boy Advance. It’s developed in cooperation with Jørn Nystad.
- Very Last Engine Ever: This is the source code of most of my demos. It’s an aging code-base that uses DirectX 9 for rendering.
- Even Laster Engine: This is a rather hacky, but new demo-engine which is the basis for my recent demos. It uses Vulkan 1.0 for rendering.