Hello.
My name is Jonas Pettersson. I am 26 years old and originally from Sweden, I currently work in Nottingham, England, where I share a flat with my girlfriend. I have had four years of game focused educations that have had a good connection with the game industry, I also got one year of industry experience working with an online/mmo style game called football superstars that's just been released.
I am a huge fan of horror, adventure and strategy based games, I do enjoy table top RPGs with friends and spending time coding. During my time I have written engine code, played with physics engines, and worked with different kinds of gameplay. I enjoy data driven designs, well documented source code and a clear approach on how things fit together. During my free time I keep occupied with my own ideas at home, and I got more ideas than I can handle at the moment. Some of the areas in which I wish to expand my knowledge are RTS, Adventure, Arcade, AI Driven gameplay as well as lots of other areas. I like exploratory gameplay, where you find new items, reach new areas, think Metroid or Zelda style. I have become a big fan of game ideas that utilize the power of 3D rendering and environments to enhance 2D style game play.
Over time I have worked on many projects, large and small with friends, friends from school and friends of friends. Each project for me is often focused in learning something new, like handling FPS controllers, flying controls with gravity and other forces like faked simple aerodynamics based on the speed of the plane, simple car physics and controllers, working with shaders in OpenGL and DirectX, trying to make larger projects in Ogre where I try to focus on game issues rather than pure rendering related issues.
In my current home project I am working with an artist in Amsterdam, trying to supply him with working builds and easily changeable models, effects and levels so we can work together as well as possible from different places, it’s a fun way to work and it’s nice not to have to change everything as soon as new data is provided. As soon as some more of basic game play features are in place I will start working on tools that allow you to change some of the data hardly without touching the XML itself.
When I don’t work on stuff I mostly play games and watch TV-series and read books from Sci-Fi to fantasy. I am highly sociable when it’s relate to games and movies , not so much when it got to do with alcohol, partying or crushing your brain in other ways.
My short term plan is to get involved and work with any project, part of projects or ideas that ignite that special spark you get, when you work with something you really like. I also strive to learn new things, see new solutions, and work with fun and interesting people. My long term goal is to end up working with projects are care deeply about both developing and as the games themselves.
Jan.08 to present
Football Superstars, Monumental Games Limited, Nottingham england
Game development and bug fixing
Title: Software Engineer
Objectives: Work on assigned tasks to get the game launched and increase stability.
Role & Responsibilities:
Implement systems based on a given design
Debug and solve problems in a MMO environment system.
Proof read design documents and mark out oversights or lack of details.
Technical Environment: Windows Vista. C++. Visual Studio 2003. Visual Assist. Win-CVS. PgAdmin. Microsoft Access. XML. In house tools.
Sept.06 to Dec .07
Drivers High & Tell'us, School of future Entertainment, Karlshamn Sweden
Title: Lead Programmer
Objectives: Organize the code layout and lead the code team
Role & Responsibilities:
Implement systems from scratch.
Drivers High: Explain and go trough the layout and code design with the code team of five coders, and exporter details with a art team of six people.
Learn and implement PhysX into a working “Car Combat” game concept in 6 weeks and add support for four player split screen gaming and rendering.
Tell'us: In charge of engine and all “tech” related tasks in a three person code team. Including: Creating or own bindings between Ogre3D and PhysX, Write a Event System and plan over all Code Design.
Technical Environment: Visual Studio 2005. C++. Visual Assist. Subversion. PhysX. XML. DirectX9(Drivers High) Ogre3D(Tell'us)
Chronological order of relevant areas of education and experience:Rekarne Gymansiets Elprogram.
Playground Squads Qualified Work Education.
School Project for ZeitGuyz Denmark.
School of Future Entertainments Qualified Work Education.
Second Place in Swedish Game Awards One week warm up competition.
One and a half Year Industry Experience with a MMO focused Game company and One finished project.
Responsibilities at Work:
Bug fixing and features both client and server side in areas like, GUI, character control, logging between server and client, client camera issues, networking issues, client/server chat issues and implementation of new client systems as well as many others.
Knowledge of systems from education and own projects:
RenderWare
AI
DirectX 9 & 10
Linear Algebra
Algorithms and data structures
Basic Network
Ogre3D
A total of five-six different game projects mixed with artists and designers.
All educations where using Visual Studio, and the language used was C++.
Areas I’ve spent time learning in my free time or by me free will before, after or during school and work.
Direct X 9, PhysX, Box2D, FMod, OpenGL, Ogre3D, TiXml, Source SDK.
I also have experience with the Standard Template Library, as well as implementation of own vectors and lists. In 2008 I worked in a team of 5 coders where I alone was responsible for the Engine. The engine was using DirectX and PhysX, our own shader based render graph, and supported 4 player split screen.
