Résumé

Contract software engineer — games, simulation, distributed systems, and AI. Reykjavík, Iceland · available for contract work.

Open PDF ↗
10+ yrs
Building software
6
Peer-reviewed papers
88
Citations · h-index 5
PhD
Reykjavík University

Experience

Founder & Software Engineer · Dexteritis

Jul 2025 – present

Reykjavík, Iceland

  • Independent contract engineering for private clients — real-time systems, distributed backends, data pipelines at scale, and applied AI. I take projects end to end, from architecture and the compiler layer down to the data pipeline, and plug in as a senior engineer where a team needs depth in performance or systems.

Software Engineer · Parity Games ↗

Jun 2024 – Jun 2025

Reykjavík, Iceland

  • Island of Winds — gameplay mechanics, AI systems, and open-world performance (World Partition, Nanite) on a commercial Unreal Engine title, plus internal tooling for the team.

Software Engineer · Envalys ehf ↗

Feb 2024 – May 2024

Reykjavík, Iceland

  • Browser-based Unity digital twins of Icelandic towns for public urban-planning engagement — including dynamic resource streaming for large, editable environments.
  • WebGPU R&D aimed at moving beyond WebGL's browser limits when streaming large environments, plus an AWS → DigitalOcean infrastructure migration.

Postdoctoral Researcher · Reykjavík University — CADIA ↗

Jun 2023 – Nov 2024

Reykjavík, Iceland

  • VR Courtroom — the technology behind a published clinical case study (Psychology, Crime & Law, 2024) helping survivors prepare for court.
  • VR Air Traffic Controller — hand-tracked VR simulation with a dynamic scenario system and data-capture pipeline for a planned study of mission-critical performance.

Teaching Assistant · Reykjavík University

Jan 2019 – Nov 2022

Reykjavík, Iceland

  • Game Engine Architecture, Virtual Environments, and Virtual Humans — lab design, materials, and grading across engine subsystems, real-time graphics, and AI-driven characters.

Education

Ph.D. in Computer Science · Reykjavík University

2019 – 2023

Reykjavík, Iceland

  • Agora — a framework unifying crowd-simulation behavioral models through GPU heatmaps; validated against real-world field data.

M.Sc. in Computer Science — Double Degree · Reykjavík University & UNICAM

2016 – 2019

Reykjavík / Camerino

  • 9/10 (RU) and 110/110 cum laude (UNICAM). Thesis: ARCADE — adaptive level-of-detail for simulation.

B.Sc. in Computer Science · University of Camerino (UNICAM)

2013 – 2016

Camerino, Italy

  • 108/110.

Skills

Languages

C++ · C# · Ruby · TypeScript/JavaScript · Python · SQL

Games, simulation & VR

Unreal Engine · Unity · Gameplay programming · Game AI · Virtual reality · VR interaction systems · Hand tracking · Crowd simulation · WebGL · WebGPU · GPU compute · Shaders · Performance optimization

Systems, data & web

Distributed systems · Event-driven architecture · Data engineering · PostgreSQL · High-throughput data pipelines · Ruby on Rails · Node.js · React · Cloud infrastructure

AI & automation

Generative AI · LLM applications · AI-assisted data analysis · Visual programming · Compilers · Code generation · Human-in-the-loop automation · Machine learning

Selected publications

Peer-reviewed research is the rigor underneath the engineering — six papers across crowd simulation, AI, VR, and formal verification (88 citations, h-index 5). Google Scholar ↗

Grants & awards

References available on request. Want the full picture, or to talk about a project?