I am a Stockholm-based programmer specializing in C++ and C#. My focus is on building high-performance gameplay systems and intuitive tools that bridge the gap between technical constraints and creative vision. From developing custom engines at The Game Assembly to shipping High Frontier 4 Digital, I prioritize writing clean, maintainable code that scales within live-service environments.
My professional approach is heavily informed by my background as a sailing instructor on tall ships. Navigating high-pressure, safety-critical environments has sharpened my ability to balance decisive action with critical thinking. In a studio setting, this translates to a disciplined "all-hands-on-deck" mindset: knowing when to follow established architecture for efficiency, and when to challenge an approach to ensure a more robust, long-term technical solution.
When I'm not at sea or at my desk, I explore how systems function physically. I design and 3D print functional parts and experiment with microcontrollers, bringing digital logic into the physical world. This hands-on curiosity for prototyping keeps my problem-solving skills sharp, whether I am optimizing a hardware interface or a complex codebase.
If you're interested in working together, discussing game development, or simply talking about sailing, feel free to reach out. I enjoy thoughtful conversations and connecting with people who share an interest in building strong teams and well-crafted systems.
nordholm.carl@gmail.com

C++, C#, Unity, Unreal Engine, Custom Engines
High school education with a focus on technical design and development. Introduced to programming fundamentals, 3D modeling, and digital production. Built a strong foundation for further studies in software and game development.
Higher Vocational Education focused on professional game development. Developed 8 full game projects in multidisciplinary teams of ~13 people. Worked primarily in C++ using in-house engines, with additional projects in Unity. Specialized in gameplay systems, tools development, and engine-side features. Built a custom C++ game engine using DirectX 11 with editor tooling via Dear ImGui.
Contributed to the development of the released title High Frontier 4 All. Worked across both back-end systems and front-end UI development. Improved critical networking systems, including the command system. Focused on increasing performance, stability, and overall system reliability.
Taught sailing to children and young adults in team-based environments. Developed leadership, communication, and instructional skills. Worked closely with other instructors to ensure safety and collaboration.
Designs and implements UI I am currently working here on Nothing Strange here, a cute little photography game.