Anders Elfgren personal email
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In my 18+ years in the games industry, I've had the privilege to work on a number of fantastic projects at a large number of studios. After having worked on Just Cause 2 for three years I left Avalanche Studios and moved to Scotland to work on All Points Bulletin and then GTA5. When I got an offer to re-join my old colleague and friend Simon to work at Pixeldiet I quit my fancy AAA job to work on the indie title The Showdown Effect together with Arrowhead Game Studios. I stayed with Pixeldiet for six brilliant years, consulting for Paradox Interactive on Magicka Wizard Wars, Fatshark on Warhammer: End Times - Vermintide, and on the Stingray engine for Autodesk. My last contract was again with the lovely people at Arrowhead working on Helldivers 2. I then went on to co-found Warpzone Studios and work on our own title Hammerting which I am extremely proud of. I then had a blast working as a Community Engineer and Engine developer at ControlZee! I now find myself back in the position of starting up a new studio - DiscoGarage Games.My goal is to be able to work on the types games I really want to make and drive the creative/design side. I am a programmer but I love to design games and have actually won a few game design awards. I've also spent the last few years studying creative writing. When I feel like I have specific knowledge, I like to teach and give lectures.Here are some games I have created during my spare time:* Poppiluss ( 3d strategy game inspired by the old Populous games)* Violent World ( 3d RTS/tower defence)* SwecPower ( 2d strategy game, build power plants and distribute to villages and cities)* Steam Empire ( 2d strategy game, "transport tycoon light"* City Connect ( 2d puzzle game where you connect cities via roads)* Bouncy ( 2d physics driven puzzle game )* Robots in Saucers (2d seen-from-the-side physics-driven tower defence)* Ragu ( top-20 finalist in Dream Build Play 2007)* Candy Time ( 2d time-travel-puzzel-actioner )http://www.youtube.com/watch?v=oJW1CvV10xUNOTE: If I don't know you and you want to add me on LinkedIn, please explain why in your request.
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Co-FounderDiscogarage Games Jun 2024 - PresentStockholm, Stockholm County, SwedenToo early to tell what this will hold, but I am quite excited! -
Senior Software EngineerControlzee Mar 2022 - Mar 2024Tyresö, Stockholm County, SwedenControlZee is the company behind dotbigbang, a game development platform that runs purely on the web. I worked in the Creative Relations team, an elite squad of amazing people tasked with a wide breadth of tasks. Here is what I did as part of my job:- I worked on Preston's Diamond Wars, a team-based multiplayer shooter tie-in with one of the largest Youtubers in the world. I wrote most of the code, set up and tweaked most of the content, came up with the overall level design (not look),… Show more ControlZee is the company behind dotbigbang, a game development platform that runs purely on the web. I worked in the Creative Relations team, an elite squad of amazing people tasked with a wide breadth of tasks. Here is what I did as part of my job:- I worked on Preston's Diamond Wars, a team-based multiplayer shooter tie-in with one of the largest Youtubers in the world. I wrote most of the code, set up and tweaked most of the content, came up with the overall level design (not look), and made the initial art for most voxel art and particle effects, then supported the artists to make sure they could make it look as good as possible.- I participated in the Discord community, helping people with script issues, and making art pieces for a lot of the weekly art challenges. - I made a tutorial video for Youtube.- I implemented additional racing mechanics for a community member who made a simple and popular racing game.- Worked through all of our promoted games to ensure they no longer used any JavaScript. This included rewriting scripts into TypeScript - and making them better along the way - and remaking hundreds of entities/templates.- Provided running dogfooding feedback for our engine and tools by reporting issues, recording videos, writing post-mortems, and long-form feature proposals.For six months I was part of the engine team. During this time I:- Improved the UI and Input APIs.- Improved the error messages across the engine.- Converted JavaScript to TypeScript.- Added events for a "Fast Logger UI", ensuring that users could be informed of the events happening in the engine in a performant manner. Show less -
Co-Founder And Chief Creative OfficerWarpzone Studios May 2017 - Feb 2022Stockholm, SwedenAt Warpzone Studios I did all manner of exciting things! Mainly gameplay, engine and tools programming, but also game design, pitching, community management, streaming and video producing, bizdev, patch notes writer, copywriting, co-ran the company, and more. -
ProgrammerPixeldiet Entertainment Ab Nov 2016 - Apr 2017Stockholm, SwedenI and the Pixeldiet guys worked together with Arrowhead Game Studios for their upcoming project. I implemented gameplay and tools features and integrated one or two years of custom changes into the newest version of the Stingray engine. -
ProgrammerPixeldiet Entertainment Ab May 2016 - Oct 2016Stockholm, SwedenThis was a six-month contract for the Autodesk Stingray engine. I'm worked in the tools/entities team. Work included components and entities, optimization, bug fixing, UI improvements, and more. -
ProgrammerPixeldiet Entertainment Ab Jan 2016 - Apr 2016Stockholm, SwedenI joined Stardoll for a quick contract to help them out with some specific tasks. I optimized their Unity mobile game Fashionista, which was interesting as I have only played around with Unity for some minor prototyping before. I then worked on fixing bugs in an SWF renderer written in Javascript. -
ProgrammerPixeldiet Entertainment Ab Jan 2014 - Dec 2015Stockholm, SwedenI joined Fatshark as a consultant in 2014, working on player and gameplay mechanics for Warhammer End Times: Vermintide.I worked on many things throughout the project, including: Player mechanics, AI, UI, Network, Matchmaking, Performance optimization, Debugging tools, and more. This was mainly done in Lua but I also frequently dug into C++ when I needed to modify the engine. Being one of the first programmers on the project, I did a lot of ground work for the code base on which the… Show more I joined Fatshark as a consultant in 2014, working on player and gameplay mechanics for Warhammer End Times: Vermintide.I worked on many things throughout the project, including: Player mechanics, AI, UI, Network, Matchmaking, Performance optimization, Debugging tools, and more. This was mainly done in Lua but I also frequently dug into C++ when I needed to modify the engine. Being one of the first programmers on the project, I did a lot of ground work for the code base on which the game's features could be built upon once the game went from pre-production to production and a lot of new programmers joined.I also took an active role in educating the other programmers.I'm particularly proud of the game's debug menu, which took me a few days to implement but (people have told me) saved many man-years for the project. Show less -
ProgrammerPixeldiet Entertainment Ab Nov 2012 - Dec 2013Stockholm, SwedenI worked on the Paradox North title Magicka: Wizard Wars, for a bit more than a year. It's a hard-to-describe game that looks like a MOBA but plays like a fighting game, is both challenging and honestly a whole lot of fun. I joined the development a few months after the rest of the Pixeldiet crew built up the core of the gameplay. I've since worked on both smaller and major things; * transforming the code base from semi-peer-to-peer to full on client-server * writing coding guidelines… Show more I worked on the Paradox North title Magicka: Wizard Wars, for a bit more than a year. It's a hard-to-describe game that looks like a MOBA but plays like a fighting game, is both challenging and honestly a whole lot of fun. I joined the development a few months after the rest of the Pixeldiet crew built up the core of the gameplay. I've since worked on both smaller and major things; * transforming the code base from semi-peer-to-peer to full on client-server * writing coding guidelines and introducing our new coders to the code base * setting up our code review server and process, and submitting fixes to the open source tool Review Board. * network movement prediction * rewrote how we expose all gameplay variables in a consistent manner to the designers Show less -
Lead ProgrammerPixeldiet Entertainment Ab Sep 2011 - Oct 2012Stockholm, SwedenWorking as a lead programmer on The Showdown Effect is something I will always remember dearly. It is a game I am extremely proud of, if for no better reason than that I've had so much fun playing it. Working together with Arrowhead, a company that is almost dangerously close to being a family, was a ridiculous amount of fun :) The game is built on the Bitsquid engine, and with a foundation layer written in Lua by Pixeldiet for the script side. I wrote all of the core gameplay systems… Show more Working as a lead programmer on The Showdown Effect is something I will always remember dearly. It is a game I am extremely proud of, if for no better reason than that I've had so much fun playing it. Working together with Arrowhead, a company that is almost dangerously close to being a family, was a ridiculous amount of fun :) The game is built on the Bitsquid engine, and with a foundation layer written in Lua by Pixeldiet for the script side. I wrote all of the core gameplay systems, but the project was re-scoped and expanded after a while, granting me Arrowhead's three (later four) programmers under my command. :) After that I probably spent about 50% of my time coding and 50% with more administrative tasks, such as helping the new coders settle into the code base and helping our producer organize planning and bug tracking, something I actually found to be quite a bit of fun. :) Show less -
Tools ProgrammerRockstar North Oct 2010 - Aug 2011At Rockstar I worked on several tools. I refactored a large C# WinForms application which used threads and communicated over the network with the game in order to create a core code base for another tool that I wrote which worked as a proxy between any tool that wanted to connect to the game and the game itself. Previously it was only possible to run one instance of the application, but with the proxy it was possible to connect multiple applications to the same instance of the game. The proxy… Show more At Rockstar I worked on several tools. I refactored a large C# WinForms application which used threads and communicated over the network with the game in order to create a core code base for another tool that I wrote which worked as a proxy between any tool that wanted to connect to the game and the game itself. Previously it was only possible to run one instance of the application, but with the proxy it was possible to connect multiple applications to the same instance of the game. The proxy would also keep track of all of the consoles that were currently running the game and when you connected to it with an app, you were now able to choose which game you wanted to talk to.I also spent a lot of time integrating a video recording feature into the game and the bug tracking software using Flash Media Server, which allowed developers to record videos of the game and attach it to bugs, and even to be able to press a button and automatically take the last thirty seconds of continuously recorded video and attach it to a bug.I also started work on a rewrite of the first tool I mentioned so that it became a plugin into Rockstar's WPF/VMMV/MEF based main editor. Show less -
Tools LeadRealtime Worlds Feb 2010 - Aug 2010As the Lead of the Tools team on APB, I manage three great software engineers, oversee the need for new tools, investigate improvements to our pipelines, prioritize tasks, develop tools when I have the time, and in general have a lot of fun. :) -
Software EngineerRealtime Worlds Aug 2009 - Jan 2010My main responsibilities as a tools developer for APB at Realtime Worlds was to build localisation tools and visualisation tools for collected data/metrics from the live game service. This was an interesting time for me as it was my first contact with MMO development and deployment. -
Tools ProgrammerAvalanche Studios May 2006 - Jul 2009I designed, developed, and supported the tools used at Avalanche Studios for creating Just Cause 2 and The Hunter. I've also been pretty much everywhere in the company's code base, finding and fixing bugs of various kinds, and implementing features. I constantly interacted with people in different fields of expertise; level designers, artists, QA, and other programmers, giving or taking advice on how to best design or implement a certain feature.
Anders Elfgren Skills
Anders Elfgren Education Details
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Computer Science
Frequently Asked Questions about Anders Elfgren
What company does Anders Elfgren work for?
Anders Elfgren works for Discogarage Games
What is Anders Elfgren's role at the current company?
Anders Elfgren's current role is Super great game developer!.
What is Anders Elfgren's email address?
Anders Elfgren's email address is sr****@****ail.com
What schools did Anders Elfgren attend?
Anders Elfgren attended Chalmers University Of Technology.
What are some of Anders Elfgren's interests?
Anders Elfgren has interest in Programming, Children, Computer Games, Board Games, Game Design.
What skills is Anders Elfgren known for?
Anders Elfgren has skills like Game Development, Game Design, Video Games, Programming, C++, C#, Game Programming, Python, Perforce, Xbox 360, Computer Games, Ps3.
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