Summary
Fredrik Kihlander is an engine programmer with 15 years of hands-on experience building low-level systems and core engine tech for PlayStation 3, Xbox 360 and PC. Based in the Greater Stockholm area, he has progressed through roles at Avalanche Studios and Starbreeze focusing on C/C++, build systems, parallelism and console-specific optimizations. His work spans engine and systems programming, from thesis research on executing CG-shaders on SPU units of the Cell architecture to productionizing core subsystems for modern game engines. Fredrik combines deep performance tuning and build tooling expertise with practical experience shipping console titles. He is comfortable operating across hardware-constrained environments and large codebases, often working where low-level detail meets cross-platform engineering. A background in developing Maven2/Luntbuild build support and his academic thesis signal a strong blend of tooling, research and production skills.
15 years of coding experience
4 years of employment as a software developer
Master of Science in Engineering, Computer science, Master of Science in Engineering, Computer science at Luleå University of Technology