Erik Ogenvik is a seasoned systems architect and CTO with 21 years of experience building full-stack, cloud-native and real-time systems from Malmö, Sweden. As co-founder and CTO of Squidler he leads autonomous web testing, while his freelance firm Deratio and long-term work on open-source projects like WorldForge and Ogre demonstrate deep expertise across C++, C#, Java, Python and multiple cloud platforms (AWS, GCP, Azure). He has a track record of solving low-level performance and threading issues—evidenced by contributions to the Remotery profiler—and of stabilizing complex 3D engines and game stacks. Comfortable bridging business and engineering, he prefers tight collaboration with customers to translate requirements into scalable architectures and automated delivery. His background includes building high-throughput analytics for IKEA using Kotlin and GCP, reflecting both systems thinking and hands-on delivery.
21 years of coding experience
21 years of employment as a software developer
Master Informatics, Master Informatics at Lund University
scene-oriented, flexible 3D engine (C++, Python, C#, Java)
Role in this project:
Backend Developer
Contributions:31 commits, 26 PRs, 9 comments in 4 years 6 months
Contributions summary:Erik primarily focused on fixing bugs and improving the stability of the Ogre 3D engine, addressing issues related to bounding box updates, index handling, and object culling. They also addressed compiler-specific issues and memory management problems. Additionally, the user contributed to the build process by modifying CMake files and ensuring proper initialization of key components.
Single C file, Realtime CPU/GPU Profiler with Remote Web Viewer
Role in this project:
Performance Engineer
Contributions:4 reviews, 5 commits, 1 PR in 3 days
Contributions summary:Erik focused on improving the Remotery profiler by addressing multi-threading issues and optimizing code. They fixed a bug related to thread ID retrieval on *NIX systems, ensuring each thread used the correct profiler instance. Additionally, they optimized shader interaction by removing unused uniforms in the WebGL visualization component, preventing potential errors. Finally, they broadened the thread ID type to ensure compatibility across different platforms.
cpucudametalrealtimeremote
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Erik Ogenvik - Co-Founder, CTO at The WorldForge Project