Who am I?

My name is Tobias Nilsson, I’m a passionate tools engineer with experience working in large teams of >200 developers on multiple AAA titles in both Unreal engine and a proprietary engine. I work with world-class developers from every discipline to help push content quality levels and team efficiency through improved pipelines and tool development allowing us to hit milestone deliveries and deliverables through faster iteration.

I’ve built and developed narrative and localization systems that pushed what the studio considered possible with our limited resources by designing a system focused on scalability and ease of debugging to counteract constrained resources. I’ve implemented editor telemetry systems to push for data driven development as well as in-game sentiment collection systems to allow us to make better decisions and narrow down our production to areas that need the most work.

This website serves as my CV, blog, and collection of work I’m able to share from the games and projects I have worked on. I’m always interested in discussing game development and how better pipelines can unlock teams to make better games. My details are available in the top right of the site.

Experience

C++ ~ 5.5 years of full time experience

C# ~ 5 years part time/hobby work

Python ~ 2 years part time

Unreal engine ~ 3 years of experience

Proprietary engine ~1.5 years of experience

Perforce ~ 5 years full time

Positions

Experienced tools engineer – Full time

July 2024 – Current

Intermediate tools engineer – Full time

September 2023 – July 2024

Junior tools engineer – Full time

April 2022 – September 2023

Intern tools programmer – Full time

September 2021 – April 2022

Games I’ve worked on

Student Projects

C++ Reflection – 2021

My specialization during The Game Assembly

Created for game engine use

Automated generation

Project Nano – 2021

Final project at The Game Assembly

Online coop with hosted matchmaking service

Squirmin’ Vermin – 2021

A game project at The Game Assembly

Improved serialization from Spite Eclipse

A node based visual scripting system

Rendering optimizations and improvements

Spite Eclipse – 2020

A game project at The Game Assembly

Automated serialization and type generation

Navmesh generation and pathfinding

Older projects

The Legend Of Hilda

6 week project at The Game Assembly

Kero Kero

8 week project at The Game Assembly

Circus Con Carne

6 week project at The Game Assembly

Colorizard

6 week project at The Game Assembly

Game Jams

Skattjakt

48h GGJ 2021

AAA: Assult Of The Airborne Animals

48h Jam 2019

Even older projects

The Library Of Secrets VR

From upper secondary school.

Slime Adventures

From upper secondary school.