It has been over a year since I started working at Unity Technologies, and for half of that time I have been lead of the graphics team, so I thought it was about time to start talking publicly about what I do there. Honestly, I still barely know what I am doing here myself, and I am lucky to have competent people around me to help out. Importantly, Aras who had the job title before me is now the rendering architect (and troublemaker) at Unity. In practice quite similar roles, except Aras has gained some freedom to work on the cutting edge of new features for our users. Meanwhile I am handling the day to day development of our graphics tech, focusing on things like multithreading and performance.

Briefly about my background, I learned my way around programming like many people through being fascinated with games, and later being introduced to the demoscene. It was before hardware accelerated 3D, so I wrote a lot of software rasterizers back then, which proved valuable at least as a learning experience. For some years I was very active making demos, including a few that some will remember, like kkowboy and moral hard candy.

I then had the opportunity to work on an actual game project, and packed my bags to move to the UK and begin writing code on what would become Fable¬†and sequels. Back then the project hadn’t been named yet, and at my job interview the team consisted of four people working from a makeshift office in Peter Molyneux’s old house. Fast forward eight years and two games later, the company had been taken over by Microsoft and I decided it was time for me to move back to Denmark.

I spent the next two years in Copenhagen working on a rather interesting project that I am unfortunately not in a position to talk about just yet. I had bought a place to live when some events occurred that made me look around for a new job. It happened that Unity’s offices were a short bike ride from where I live, which I did not know before. Introductions were made and very quickly I started working with this crazy (but talented) bunch of people.

And that takes us up to present day, where through this set of circumstances I am happy to work for a company that is redefining how people make games and make a living from it. The very people I started out working with have since left large companies to start again on their own. Dene and Simon Carter, who hired me to work on Fable, recently founded Another Place Productions. Even Peter Molyneux left Microsoft to become independent again. I am hoping this is the beginning of something awesome.