Simon Lundmark

Simon Lundmark Email and Phone Number

Chief Technology Officer leading the charge in AI innovation, specializing in crafting strategic solutions customized for businesses needs @ Dagg AI
Simon Lundmark's Location
Sweden, Sweden
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.

Simon Lundmark's Current Company Details
Dagg AI

Dagg Ai

View
Chief Technology Officer leading the charge in AI innovation, specializing in crafting strategic solutions customized for businesses needs
Simon Lundmark Work Experience Details
  • Dagg Ai
    Chief Technology Officer
    Dagg Ai Dec 2023 - Present
  • Mutate
    Chief Technology Officer
    Mutate Sep 2022 - Dec 2023
  • Pixeldiet Entertainment Ab
    Ceo & Co-Founder
    Pixeldiet Entertainment Ab Jan 2011 - Sep 2022
    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.
  • Starbreeze
    Physics Programmer
    Starbreeze Jun 2009 - Jan 2011
    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.
  • Avalanche Studios
    Physics Programmer
    Avalanche Studios Jun 2007 - Jun 2009
    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.
  • Avalanche Studios
    Master Thesist.
    Avalanche Studios Jan 2007 - Jun 2007
    Stockholm, Se
    I did my master thesis in realtime simulation of deformable solids at Avalanche Studios in 2007.

Simon Lundmark Education Details

  • Uppsala University
    Uppsala University
    Mathematics And Computer Science

Frequently Asked Questions about Simon Lundmark

What company does Simon Lundmark work for?

Simon Lundmark works for Dagg Ai

What is Simon Lundmark's role at the current company?

Simon Lundmark's current role is Chief Technology Officer leading the charge in AI innovation, specializing in crafting strategic solutions customized for businesses needs.

What schools did Simon Lundmark attend?

Simon Lundmark attended Uppsala University.

Free Chrome Extension

Find emails, phones & company data instantly

Find verified emails from LinkedIn profiles
Get direct phone numbers & mobile contacts
Access company data & employee information
Works directly on LinkedIn - no copy/paste needed
Get Chrome Extension - Free

Aero Online

Your AI prospecting assistant

Download 750 million emails and 100 million phone numbers

Access emails and phone numbers of over 750 million business users. Instantly download verified profiles using 20+ filters, including location, job title, company, function, and industry.