Filip Lundgren

Filip Lundgren Email and Phone Number

Pre-silicon Software Engineer @ Apple
San Diego, CA, US
Filip Lundgren's Location
San Diego, California, United States, United States
Filip Lundgren's Contact Details

Filip Lundgren work email

Filip Lundgren personal email

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.

Filip Lundgren's Current Company Details
Apple

Apple

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Pre-silicon Software Engineer
San Diego, CA, US
Website:
apple.com
Employees:
163018
Filip Lundgren Work Experience Details
  • Apple
    Pre-Silicon Software Engineer
    Apple
    San Diego, Ca, Us
  • Sceneri
    Founder & Technical Chief Executive Officer
    Sceneri Jan 2020 - Present
    Building 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.
  • Freelance, Self-Employed
    Independent Contractor
    Freelance, Self-Employed Dec 2019 - Feb 2022
  • Tlm Partners, Inc.
    Independent Contractor
    Tlm Partners, Inc. Jun 2020 - Jun 2021
    Reno, Nv, Us
    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.
  • Gunzilla Games
    Independent Contractor
    Gunzilla Games Jul 2020 - Oct 2020
    Frankfurt, De
  • Slightly Mad Studios
    Software Engineer
    Slightly Mad Studios Dec 2019 - May 2020
    I aided Slightly Mad Studios in developing Project Cars: GO, the first mobile entry in the Project Cars series.
  • Crytek
    Technical Manager Of User & Developer Experience
    Crytek Mar 2017 - Dec 2019
    Frankfurt Am Main, Hessen, De
    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
  • Crytek
    Engine Programmer
    Crytek Aug 2016 - Jan 2017
    Frankfurt Am Main, Hessen, De
    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
  • Poppermost Productions
    Founder & Cto
    Poppermost Productions May 2012 - Jul 2016
    Stockholm, Se
    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.
  • Ink Studios
    Lead Programmer / Founder
    Ink Studios May 2009 - Dec 2013
    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.

Filip Lundgren Skills

Game Development C++ C# Game Programming Game Design Git Gameplay Directx Lua Team Management Multiplayer Github Development Tools Playstation 4 Steam Atlassian Jira Confluence Console Perforce Subversion Cryengine Unity Unity3d Teamcity Jenkins Subvers

Filip Lundgren Education Details

  • Vimmerby Gymnasium
    Vimmerby Gymnasium
    Design
  • Tullinge Gymnasium
    Tullinge Gymnasium
    Math...

Frequently Asked Questions about Filip Lundgren

What company does Filip Lundgren work for?

Filip Lundgren works for Apple

What is Filip Lundgren's role at the current company?

Filip Lundgren's current role is Pre-silicon Software Engineer.

What is Filip Lundgren's email address?

Filip Lundgren's email address is fi****@****ech.dev

What schools did Filip Lundgren attend?

Filip Lundgren attended Vimmerby Gymnasium, Tullinge Gymnasium.

What are some of Filip Lundgren's interests?

Filip Lundgren has interest in Game Development, New Technology, Skills Improvement.

What skills is Filip Lundgren known for?

Filip Lundgren has skills like Game Development, C++, C#, Game Programming, Game Design, Git, Gameplay, Directx, Lua, Team Management, Multiplayer, Github.

Who are Filip Lundgren's colleagues?

Filip Lundgren's colleagues are Austin Somers, Aslı Uluğtekin, Shawna Lawhorn, Christopher Hughes, Tom Burke, Katie Sutherland, Maren Drath.

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