Simon Lundmark
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Simon Lundmark Email & Phone Number

Chief Technology Officer leading the charge in AI innovation, specializing in crafting strategic solutions customized for businesses needs at Dagg AI
Location: Sweden 6 work roles 1 school
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Role
Chief Technology Officer leading the charge in AI innovation, specializing in crafting strategic solutions customized for businesses needs
Location
Sweden

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Simon Lundmark is listed as Chief Technology Officer leading the charge in AI innovation, specializing in crafting strategic solutions customized for businesses needs at Dagg AI, based in Sweden. AeroLeads shows a matched LinkedIn profile for Simon Lundmark.

Simon Lundmark previously worked as Chief Technology Officer at Dagg Ai and Chief Technology Officer at Mutate. Simon Lundmark holds Mathematics And Computer Science from Uppsala University.

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Dagg AI

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About Simon Lundmark

I value work-efficiency and development transparency as the two single most important parts of any software development. By development transparency I mean that the entire development procedure should be open to all participants; estimations as well as internal/external deliveries.I'm a systems architect that love simplifying complex systems or writing usable systems that are easy to maintain and easy to tweak. I enjoy a variety of programming languages, from functional to assemblers, from gc'd to those with strict memory control and from dynamic typing to strict typing. Everyone can write complex code. Easy code is hard to write.

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Dagg AI
Dagg Ai
Chief Technology Officer leading the charge in AI innovation, specializing in crafting strategic solutions customized for businesses needs
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6 roles

Simon Lundmark work experience

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Chief Technology Officer

Current
Dec 2023 - Present

Chief Technology Officer

Mutate
Sep 2022 - Dec 2023

Ceo & Co-Founder

Stockholm, Se

I'm the CEO and co-founder of a small game development studio. We currently do work-for-hire as long-time consultants ranging roughly 2 years and more for our partners. We strive to be an integrated part of the team, helping to bring up the technical expertice and improve work-patterns in order to help out secure the delivery of our clients products.Contracts:Arrowhead Game Studios / Helldivers 2 (6 years):At Arrowhead Game Studios I worked as a long-term contractor in the role of senior programmer, working with several fundamental systems for the entire game. Tobii (1 year):At tobii my work consisted mainly of traveling to different studios to help them implement eye tracking features for their games. I was also a technical representative in many discussions with developers and other partners.Mojäng (1 year): Cobalt: I was the leading technical contact with the publisher, QA and producer groups during the time leading up to and during certification for different platforms. I helped port the game to the Xbox 360 and the Xbox One platforms of which Xbox 360 was my responsibility.Fatshark (2 years):Vermintide: I implemented the dynamic dialogue system where the characters respond and talk to what is happening around them in the world. I also implemented the base of the UI system and helped out a lot with game systems and performance.Paradox Interactive (2 years): Magicka Wizard Wars / Magicka 2: I built most of the underlaying systems for gameplay, sound and UI. For Magicka Wizard Wars I also continued with implementing game features, backend connections and network synchronization.

Jan 2011 - Sep 2022

Physics Programmer

Stockholm, N/A, Se

I had full responsibility over the physics simulation in the Engine department. I also implemented a custom character controller in the bullet physics engine that was shipped in a AAA-game and did a lot of target-platform optimizations for the Xbox 360 and the Playstation 3. This included multi-threading parts of the physics engine and also a lot of micro-optimizations to ensure that we could reach target performance.

Jun 2009 - Jan 2011

Physics Programmer

Stockholm, Se

I worked at Avalanche Studios for 2 years. I spent most of my time as a Physics Programmer, optimizing and maintaining the internal engine representation and usage of havok. I also worked as a vehicle programmer where I lead a refactoring of a large part of the vehicle system. I wrote a large part of the design of a new vehicle-physics api. My last months at Avalanche I implemented destructable objects, a trophy-system for the ps3 and worked with save systems and save device for the ps3.

Jun 2007 - Jun 2009

Master Thesist.

Stockholm, Se

I did my master thesis in realtime simulation of deformable solids at Avalanche Studios in 2007.

Jan 2007 - Jun 2007
1 education record

Simon Lundmark education

  • Uppsala University
    Uppsala University
    Mathematics And Computer Science
FAQ

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What company does Simon Lundmark work for?

Simon Lundmark works for Dagg AI.

What is Simon Lundmark's role at Dagg AI?

Simon Lundmark is listed as Chief Technology Officer leading the charge in AI innovation, specializing in crafting strategic solutions customized for businesses needs at Dagg AI.

Where is Simon Lundmark based?

Simon Lundmark is based in Sweden while working with Dagg AI.

What companies has Simon Lundmark worked for?

Simon Lundmark has worked for Dagg Ai, Mutate, Pixeldiet Entertainment Ab, Starbreeze, and Avalanche Studios.

How can I contact Simon Lundmark?

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What schools did Simon Lundmark attend?

Simon Lundmark holds Mathematics And Computer Science from Uppsala University.

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