Mikael Hermansson is a software engineer with 11 years of experience specializing in game engine physics and tools, currently contributing to W4 Games and the open-source Godot Engine. His backend work on Godot and the godot-jolt extension shows deep expertise in physics systems—adding soft body simulation features, collision exclusion, inertia control, and new shape support. He has shipped engine and tooling code at major studios including Frostbite and Avalanche, and has experience founding and freelancing in the games space. Based in Greater Stockholm, he blends production game development with impactful open-source contributions to a high-profile project used across the industry. An unusual strength is his focus on low-level physics correctness and integration, not just gameplay scripting, which makes him valuable for engine-level challenges.
Godot Jolt is a Godot extension that integrates the Jolt physics engine
Role in this project:
Back-end Developer
Contributions:26 releases, 34 reviews, 203 commits in 4 months
Contributions summary:Mikael contributed to the Godot Jolt extension by updating external dependencies and implementing and fixing physics engine functionalities. Their contributions involved updating the godot-cpp and Jolt dependencies. They also implemented features such as inertia overriding and the "Can Sleep" property for RigidBody3D objects. The user also added support for capsule shapes, cylinder shapes, and the "Gravity Scale" property for RigidBody3D objects.
Godot Engine – Multi-platform 2D and 3D game engine
Role in this project:
Back-end Developer
Contributions:121 reviews, 7 commits, 86 PRs in 3 months
Contributions summary:Mikael's contributions primarily involve modifying the Godot Engine's physics server and related systems. They implemented new methods for disabling collisions between joint bodies and for excluding bodies from physics queries. Further, the user added methods and properties for soft body simulation and made the physics servers end their synchronization on exit. These changes indicate work focused on improving the engine's physics capabilities.
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