Hello!

My name is Jonatan Larsson, and I am a driven individual who loves building things! While my primary focus is on programming and designing video games, I have spent many years developing broad expertise across software engineering.

I bring a positive and thoughtful attitude to the workplace. Aware that we are all different and that life is short, I approach daily interactions with kindness and intent. I’m also not afraid to show a child-like excitement for the projects I work on, which contributes to high team morale and rapid project development.

Scroll down to see what I have been up to the last few years!

University Studies

I have spent the past five years pursuing a Master of Science in Computer Science and Software Engineering at Linköping University in Sweden, specializing in Game Programming. I have achieved the highest grade in all but one course.

In 2025, I was selected as one of ten students across five engineering programs to receive a scholarship from Qualcomm, in recognition of “outstanding academic results”.

In addition, I have worked as a teaching assistant in both a calculus course and an introductory programming course using Godot.

🪐 Thesis Project ☄️

I am currently developing a large-scale, GPU-driven physics engine as my thesis project. Most aspects of the simulation—including collision detection, constraint resolution, and rendering—are executed entirely on the GPU. As part of this engine, I collaborated with Morgan Nordberg to integrate a recently published global illumination technique, enabling per-pixel light emission at a fixed computational cost.

Built using C++ and OpenGL.

Handy 🖐️

Handy is an innovative climbing game that uses a webcam and MediaPipe to track real-time hand gestures.

Developed in collaboration with Anton Nilsson. I contributed across programming, game design, physics, audio, and art.

Highlights:
• Using
candy canes as hooks
• Climbing onto a
wheel to make it roll
Stacking boxes to reach higher ground
• Holding on to
fireworks to fly
• Climbing
chains and breakable fabric

Built in 2 months using Godot, featuring a custom-built physics engine for player movement and physically-based world interactions.

Car-Nudge 🚗

Inspired by games like Mario Party and Gang Beasts, Car-Nudge combines chaotic car physics with social, competitive minigames.

Developed in collaboration with Anton Nilsson. I contributed across programming, game design, level design, modelling, and audio.

Highlights:
• Up to
8-player local multiplayer
• Winner of the
LiU 2024 Game Awards
• Developed in
2 months using Godot

Work experience

I also have experience collaborating in larger teams at established companies.

Opera – Summer Intern, 2024
Implemented a UI catalog app showcasing Opera’s UI components on Android. I collaborated with designers and programmers to gather requirements and ensure the app met both design and technical needs.

Remote Aero – Bachelor Project Lead Developer
Served as lead developer on a video-streaming application for Remote Aero. The app features a seamlessly zoomable video timeline, enabling rescue teams to rapidly gain a bird’s-eye view of incidents at sea from drone footage.

Other projects

In addition to my major projects, I have developed numerous smaller projects over the years, each helping me refine my skills in both development and design.