Roger Weber, Developer in Stockholm, Sweden
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Roger Weber

Verified Expert  in Engineering

Software Developer

Location
Stockholm, Sweden
Toptal Member Since
October 24, 2022

Roger is a games industry veteran with over a decade of experience as a software engineer and a leader. He is an expert in C++ and specializes in games using proprietary engines or Unreal Engine. As a person, Roger is inspiring and optimistic, powered by a deeply analytical mind and a firm grasp of the entire product and not just the tech stack. As such, Roger thrives in collaborative environments that include cross-discipline work.

Portfolio

Envoidant Studios
C++, Unreal Engine, Fundraising, Leadership, Organization, Mentorship...
Graewolv
C++, Unreal Engine, Mentorship, Leadership, Remote Work, Windows, Slack...
Paradox Interactive
C++, Game Engine Programming, Gameplay Development, Leadership, Mentorship...

Experience

Availability

Full-time

Preferred Environment

Windows, Slack, Linux Servers, Gmail, Remote Work

The most amazing...

...product I've shipped ended up becoming the #2 gaming platform worldwide for Defense of the Ancients, serving double-digit million users.

Work Experience

CTO

2021 - PRESENT
Envoidant Studios
  • Planned the technical roadmap and hired the right talent.
  • Budgeted for the tech department and supported the CEO and the rest of the business team in all IT matters, pitch decks, investor meetings, and the strategy and direction for the company.
  • Mentored developers, taught best practices, and maintained code standards and our workflow processes.
  • Solved the most complex technical issues while the other developers focused on prototyping and getting the game feel right.
Technologies: C++, Unreal Engine, Fundraising, Leadership, Organization, Mentorship, Remote Work, Slack, Agile Software Development, Git, GitHub, Multiplayer

Lead Programmer | Technical Director

2021 - PRESENT
Graewolv
  • Developed a solution to blueprint corruption that has been a problem in every Unreal Engine (UE) game on which I've ever worked.
  • Managed IT, source control, and all other technical support-related aspects for the entire company, as well as supporting the people that are not as technically proficient.
  • Worked with the bleeding-edge Early Access Unreal Engine 5 right at its release. Navigated the problems while maintaining productivity to meet ambitious project goals.
Technologies: C++, Unreal Engine, Mentorship, Leadership, Remote Work, Windows, Slack, Agile Software Development, GitHub, Git, Trello, Multiplayer

Programmer

2018 - 2021
Paradox Interactive
  • Became the AI lead for the entire 600-people studio—building a knowledge-sharing culture as the core issues on an organizational level were siloed departments, especially for AI.
  • Served as the only game-engine contributor in the two teams I worked on directly, every team after the first game team I joined.
  • Mentored five inexperienced programmers simultaneously on one of the teams while also handling the most complex tasks, maintaining the stability and performance of the game.
  • Worked continuously with other disciplines to improve their workflows and processes, making other team members more efficient and removing repetition so that they could focus on the creative aspect.
Technologies: C++, Game Engine Programming, Gameplay Development, Leadership, Mentorship, Slack, Remote Work, Agile Software Development, Git, GitLab, Jira, Confluence, Multiplayer

Founder

2009 - 2018
LuxInno S.A.
  • Built a Windows desktop gaming client that grew to double-digit million users and became the second largest in its field worldwide; took care of everything except for the client UI and website front end and later handed it over to people management.
  • Developed over a dozen released games for Embracer; took on a new game engine every few weeks, tracked down the issues, polished the game, and added multiplayer functionality ad-hoc where required. It was a very fast-paced environment.
  • Designed and implemented the entire process automation and security management software for the military for one of their projects. It's the most challenging and interesting work I've ever done.
  • Founded the company out of university with no angel or seed investment, just a student loan. The company is still alive today, against all odds.
Technologies: C++, Qt, Game Engine Programming, Unreal Engine, Leadership, Mentorship, API Design, Software Architecture, PHP, Erlang, Linux Servers, Windows, Remote Work, MySQL, JavaScript, HTML, Git, GitHub, MeisterTask, Multiplayer

Ranked Gaming Client

https://rankedgaming.com
The following were all developed by myself as I was the founder and did all of the initial development. I hired more developers later on as the project became successful. Unless specifically named, the solution involved was developed by myself from scratch.

A Windows Desktop gaming client that is created with the support of Qt and written in C++. The players are connected to worldwide gaming servers running on Linux servers powered by an automated update service; this also supported phasing servers in and out as updates became live to minimize live service disruption.

The data was stored in a MySQL database, with tables optimized to scale to terabytes of data storage and millions of table rows for the various tables. The website was developed in PHP and had SSO functionality, account management and recovery, game statistics and logs, an admin panel for multiple actions, and a statistics page with a ladder and a shop.

The client itself featured an update system to update itself before connecting.

The original back end that the client connected to was programmed in C++ but due to scalability needs, was wholly reworked in Erlang.

Technical Director for Unreal Engine 4 Game

https://store.steampowered.com/app/997010/Police_Simulator_Patrol_Officers/
A UE4 game was released on PC/console and had phenomenal sales. As a technical director, I am responsible for corporate matters, leadership, and strategy, as well as handling many HR topics related to the Tech department.

I was also the most senior functional lead on the project when I joined. Optimizing and fixing the game to correct course after it had been leaderless for too long. Most of the technical tasks are resolved around performance optimizations, as it is a simulation game that supports last-generation consoles (PlayStation 4 and Xbox One).

I am also maintaining and building the TeamCity CI/CD pipelines, modernizing the existing pipelines from manual configurations to Infrastructure as Code with Kotlin.

Dolby Audio and Video Streaming

https://dolby.io/products/real-time-streaming/
Delivered lightning-fast, broadcast-quality, real-time streaming to massive audiences across the globe, powering the next generation of immersive, interactive, and social experiences with sub-second latency—at scale.

As part of the team, I was responsible for the Unreal Engine integration, creating a high-performing multithreaded plugin that is easy to use. I participated in business development meetings. I also helped sell to and onboard clients for the team and advised them on the design of a scalable architecture.

Tools

Git, GitHub, Slack, GitLab, Jira, Confluence, MeisterTask, Trello, TeamCity

Frameworks

Qt, Unreal Engine, Unreal Engine 4

Languages

C++, PHP, JavaScript, HTML, Erlang, Kotlin

Paradigms

Agile Software Development

Platforms

Windows

Storage

MySQL

Other

Leadership, Mentorship, API Design, Gameplay Development, Game Engine Programming, Software Architecture, Linux Servers, Gmail, Remote Work, Fundraising, Organization, Multiplayer, Audio Streaming, Video Streaming, Unreal Engine 5

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