Filip Lundgren Email & Phone Number
@inktech.dev
LinkedIn matched
Who is Filip Lundgren? Overview
A concise factual answer block for searchers comparing this professional profile.
Filip Lundgren is listed as Pre-silicon Software Engineer at Apple, a with 163018 employees, based in San Diego, California, United States. AeroLeads shows a work email signal at inktech.dev and a matched LinkedIn profile for Filip Lundgren.
Filip Lundgren previously worked as Founder & Technical Chief Executive Officer at Sceneri and Independent Contractor at Freelance, Self-Employed. Filip Lundgren holds English, Physics, Math, Design from Vimmerby Gymnasium.
Email format at Apple
This section adds company-level context without repeating Filip Lundgren's masked contact details.
AeroLeads found 1 current-domain work email signal for Filip Lundgren. Compare company email patterns before reaching out.
About Filip Lundgren
Introduced to the industry in 2007 with the release of Crysis 1, now developing Sceneri - the creation engine for the next generation of creators. Previously developed games and technology using CRYENGINE, Unreal Engine & in-house engines. I specialize in C++, and know the full game development pipeline from start to finish.Started Poppermost Productions AB back in 2012, having prototyped the game SNOW and taking it from nothing to final product out on Steam (PC) and PlayStation 4. Building the Poppermost engineering team, and the technical side of the studio in general from scratch was a fantastic experience that I'll never forget.
Listed skills include Game Development, C++, C#, Game Programming, and 22 others.
Filip Lundgren's current company
Company context helps verify the profile and gives searchers a useful next step.
Filip Lundgren work experience
A career timeline built from the work history available for this profile.
Founder & Technical Chief Executive Officer
CurrentBuilding the next generation of game engines with a focus on dramatically improving ease of use & portability, with the full collaborative creation toolset on any device.As the founder I started working on Sceneri since its conception phase to successful VC fundraising, scale up and launch. I direct development and the long term technical roadmap.Focused on next-generation graphics APIs such as Vulkan, Metal and WebGPU, with full support for iOS, visionOS, Android, Web, macOS and Windows.
Independent Contractor
Independent Contractor
Unreal Engine 4 game and engine development for several indie to AAA companies working on established franchises as well as new IPs for studios such as Turtle Rock, 2K Games and more.
Independent Contractor
Software Engineer
I aided Slightly Mad Studios in developing Project Cars: GO, the first mobile entry in the Project Cars series.
Technical Manager Of User & Developer Experience
Responsibilities:* Continuously diagnose User and Developer experience issues, and present short and long term solutions* Direct on-going development and plans of of the Experience team, focusing on improving the engine's usability* Identify problematic areas with internal services and provide solutions for unifying both public and internal workflows* Work with Engine and Editor development teams to improve the product as a whole and plan future developments improving overall user experience* Work with technical teams to improve source code interfaces exposed to users to match that of competitors* Identify issues relating to the product present in web services such as documentation, API references and the marketplace* Work with business to diagnose and integrate potential new revenue streams on a technical level
Engine Programmer
I work on the core engine team for CRYENGINE, working to improving all areas of the engine in order to push towards a unified, easy to use system that is fully integrated. On the engine team I took charge of C# development while still working with C++ daily, and focus heavily on improving the game development experience by finding trouble areas from the start of a user's journey to the end. This involves seeing how all the various systems work together, and how users tie these together to create a fully fledged game.I accomplished many things:* Rework of the entity system and an entirely new property system* Complete rewrite of the C# integration (both C++ and C# sides) to provide a more user friendly API in line with .NET coding standards* A large set of video tutorials for getting started with CRYENGINE game programming in C++ and C#* Full restructure / rewrite and planning of the technical documentation for CRYENGINE* Completely new game templates allowing users to get started with the engine using C++ and C# without having to write the basics on their own
Founder & Cto
I worked as Technical Director and co-founder on SNOW, a free-to-play open world skiing and snowboarding title made with CRYENGINE for PC and PlayStation 4. I served as the first software engineer on the team, and have managed the development of all systems from start of development to the current released version.I recruited, taught and managed a team of five programmers and provided plans and support for the entire company. My role included:* Roadmap planning, including the integration of third-party tools and updates to services such as CRYENGINE.* Support for technical and non-technical developers for development and organizational purposes* Authoring and oversight of documentation for development and company workflow* Development of major features for the game and extensions for the game engine* Integration of third-party software such as DeltaDNA, In-game Advertising, HTTP Inventory Backend and more* Continuous research on possible improvements of company and development workflow, including usage of JIRA, Agile, Documentation, Git and more.
Lead Programmer / Founder
Working as lead programmer; managing a team of up to four programmers. (C++, Lua and C#)During my time as Programmer at Ink Studios I created CryMono, a plug-in for CryENGINE allowing game development on the .NET/Mono platform, source code is public and can be viewed at https://github.com/PoppermostProductions/CryMono. I also worked on the Toolbox application, a custom editor for CryENGINE aimed towards being as intuitive as possible, whilst being fully expandable by the end-user. This custom editor took a different stance to UI development, utilizing the lightning fast multi-threaded rendering API of the game engine itself instead of relying on a secondary solution such as Qt or MFC. This had the benefit of the editor always running on any platform that the engine itself could run on.
Colleagues at Apple
Other employees you can reach at apple.com. View company contacts for 163018 employees →
Claire Choi
Colleague at AppleDongguan, Guangdong, China
View →
IA
Irma Afrida
Colleague at AppleKotawaringin Barat, Central Kalimantan, Indonesia
View →
SK
Selvakumaran K
Colleague at AppleChennai, Tamil Nadu, India
View →
SA
Solmaz Afshar
Colleague at AppleIstanbul, Türkiye, Turkey
View →
DM
Daryus Mazda
Colleague at AppleWolli Creek, New South Wales, Australia
View →
SS
S.Shailaja Srikar.Ss
Colleague at AppleBengaluru, Karnataka, India
View →
CV
Christoph Viehboeck
Colleague at AppleAustria
View →
NR
Nural Rustamov
Colleague at AppleTbilisi, Georgia
View →
DF
Destiny Forte
Colleague at AppleBrooklyn, New York, United States
View →
NA
Neda Alrajban
Colleague at AppleRiyadh, Saudi Arabia
View →
Filip Lundgren education
English, Physics, Math, Design
English, Programming, Webdesign, Physics, Math...
Frequently asked questions about Filip Lundgren
Quick answers generated from the profile data available on this page.
What company does Filip Lundgren work for?
Filip Lundgren works for Apple.
What is Filip Lundgren's role at Apple?
Filip Lundgren is listed as Pre-silicon Software Engineer at Apple.
What is Filip Lundgren's email address?
AeroLeads has found 1 work email signal at @inktech.dev for Filip Lundgren at Apple.
Where is Filip Lundgren based?
Filip Lundgren is based in San Diego, California, United States while working with Apple.
What companies has Filip Lundgren worked for?
Filip Lundgren has worked for Apple, Sceneri, Freelance, Self-Employed, Tlm Partners, Inc., and Gunzilla Games.
Who are Filip Lundgren's colleagues at Apple?
Filip Lundgren's colleagues at Apple include Claire Choi, Irma Afrida, Selvakumaran K, Solmaz Afshar, and Daryus Mazda.
How can I contact Filip Lundgren?
You can use AeroLeads to view verified contact signals for Filip Lundgren at Apple, including work email, phone, and LinkedIn data when available.
What schools did Filip Lundgren attend?
Filip Lundgren holds English, Physics, Math, Design from Vimmerby Gymnasium.
What skills is Filip Lundgren known for?
Filip Lundgren is listed with skills including Game Development, C++, C#, Game Programming, Game Design, Git, Gameplay, and Directx.
Search by job title, company, industry, location, and seniority. Export verified B2B contact data when you need it.
Start free trial