About Me

Hi, I’m Mattias — a game programmer currently studying at The Game Assembly in Stockholm, specializing in engine systems, tools, and graphics programming.

I’ve wanted to code since I was a kid. I remember picking up a C++ for Dummies book from the library around age 10, but without the discipline to stick with it, it never went anywhere. I tried again over the years with Java and Python, but nothing clicked — until I found my way back through an unexpected detour.

Before game development, I studied and worked as an audio engineer. I discovered along the way that the moments I enjoyed most weren’t the recording sessions themselves, but the chaos. The time the sound system failed two hours before a live show. Setting up and troubleshooting live concert pipelines under pressure. I realized what I actually loved was problem solving — using knowledge and ingenuity to fix things fast.

I also loved that audio engineering meant helping other people realize their creative vision. That same feeling is what drew me to engine, tools, and graphics programming. Building the systems and features that let artists and designers do their best work is deeply satisfying — and when a new rendering feature makes someone’s scene come alive in a way it couldn’t before, that never gets old.

I believe strongly in understanding the people you’re building tools for. I’ll sit with artists and designers, watch how they work, and look for friction points they might not even realize are solvable. The best engine and tools work doesn’t happen in isolation — it happens when programmers stay curious about what’s happening on the other side of the pipeline.

I came into The Game Assembly with almost no prior programming experience and had to fight hard to find my footing. A lot of what got me through were blogs and writeups by people willing to explain things clearly — breaking down complex rendering concepts and implementations in ways that actually made sense. That’s something I want to give back, and writing posts that help others understand and implement things is something I plan to do, and to keep doing.

Nalta is my long-term playground — the project I want to use to explore areas I’m genuinely obsessed with, without the constraints of a school project or a deadline. Physically based rendering, engine architecture, and systems that reward going all the way down to first principles.


Languages

C++ HLSL C#

Graphics & Libraries

DirectX 11 DirectX 12 Dear ImGui glfw nlohmann JSON

Engines

Custom C++ Unity

Tools

Visual Studio Rider Premake Git & GitHub Perforce RenderDoc YouTrack Superluminal

Audio

FMOD Wwise Pro Tools Reaper

Contact

Always happy to talk graphics, engines, or game dev — feel free to reach out.

strand.e.mattias@gmail.com