I'm Michael Jönsson, a Principal Online/Network Programmer with more than 30 years in software development and over 20 years focusing on C++. I have a strong track record in real-time systems, networking, and scalable architectures across gaming, telecom, and backend platforms. For the last 6+ years I’ve worked with Unreal Engine 4.27 and Unreal Engine 5.x, doing multi-layer game development and hands-on development in Unreal Engine 5.7 on personal projects. I specialize in designing and building performance-critical systems with emphasis on stability, scalability, and maintainability. I enjoy technical ownership, mentoring developers, and steering architecture decisions. I’m passionate about strategy games and system design, and I’m currently developing a turn-based strategy prototype in Unreal Engine 5.7, focusing on grid-based gameplay, AI systems, and tactical decision-making.

Michael Jönsson

I'm Michael Jönsson, a Principal Online/Network Programmer with more than 30 years in software development and over 20 years focusing on C++. I have a strong track record in real-time systems, networking, and scalable architectures across gaming, telecom, and backend platforms. For the last 6+ years I’ve worked with Unreal Engine 4.27 and Unreal Engine 5.x, doing multi-layer game development and hands-on development in Unreal Engine 5.7 on personal projects. I specialize in designing and building performance-critical systems with emphasis on stability, scalability, and maintainability. I enjoy technical ownership, mentoring developers, and steering architecture decisions. I’m passionate about strategy games and system design, and I’m currently developing a turn-based strategy prototype in Unreal Engine 5.7, focusing on grid-based gameplay, AI systems, and tactical decision-making.

Available to hire

I’m Michael Jönsson, a Principal Online/Network Programmer with more than 30 years in software development and over 20 years focusing on C++. I have a strong track record in real-time systems, networking, and scalable architectures across gaming, telecom, and backend platforms. For the last 6+ years I’ve worked with Unreal Engine 4.27 and Unreal Engine 5.x, doing multi-layer game development and hands-on development in Unreal Engine 5.7 on personal projects. I specialize in designing and building performance-critical systems with emphasis on stability, scalability, and maintainability. I enjoy technical ownership, mentoring developers, and steering architecture decisions. I’m passionate about strategy games and system design, and I’m currently developing a turn-based strategy prototype in Unreal Engine 5.7, focusing on grid-based gameplay, AI systems, and tactical decision-making.

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Experience Level

Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate

Language

English
Fluent
Swedish
Advanced

Work Experience

Principal Online/Network Programmer at Starbreeze Entertainment
March 1, 2020 - Present
Developed and led online and networking systems for multiplayer titles using Unreal Engine 4.27 (C++); designed scalable systems for matchmaking, progression, entitlements, and live services; integrated with backend platforms; collaborated with game, design, and production teams to ensure performance, stability, and scalability of live systems; contributed to technical direction and code reviews.
Product Developer – Anti-Cheat / Server Tools at DICE (EA)
February 1, 2017 - November 30, 2018
Improved server stability, memory leak detection, and anti-cheat systems. Focused on performance analysis and debugging; collaborated with game, design and production teams to steer architecture and tooling.
Product Developer at Aptilo Networks
January 1, 2015 - December 31, 2016
Designed and implemented backend product features for network solutions; contributed to architecture decisions and backend system integration.
Full Stack Developer / Scrum Master at eWork
June 1, 2014 - December 31, 2014
Delivered full-stack web solutions, managed Scrum ceremonies, and mentored cross-functional teams; implemented backend services and front-end interfaces.
QA Tools Developer at Via Play
December 1, 2013 - June 30, 2014
Developed automated testing tools and validation systems for media platforms; contributed to test automation and tooling.
Consultant / Developer at Soft House & Various Clients
January 1, 2006 - December 31, 2013
Worked across telecom, web platforms, and embedded systems; delivered solutions using Java, PHP, C/C++, and Linux.
Software Engineer / Consultant at Various Companies
January 1, 1994 - December 31, 2006
Worked on telecom, mobile gaming, and real-time systems; early specialization in C/C++, networking, and distributed systems.
Principal Online/Network Programmer at Starbreeze Entertainment, Stockholm
March 1, 2020 - Present
Developed and led online and networked systems for multiplayer titles using Unreal Engine 4.27; designed scalable systems for matchmaking, progression, entitlements, and live services; integrated with backend systems; collaborated with game design and production teams; focused on performance, stability, and scalability.
Product Developer – Anti-Cheat / Server Tools at FUHAT Robotics, Stockholm
January 1, 2019 - October 1, 2019
Developed core systems in C++ (Linux) and middleware in Java/NodeJS; led a cross-functional development team; improved server stability, memory leak detection, and anti-cheat systems.
Product Developer at Aptilo Networks, Stockholm
January 1, 2015 - December 1, 2016
Developed WiFi service platform for telecom operators; worked on GUI, reporting systems, RADIUS flow, and test automation.
Full Stack Developer / Scrum Master at eWork, Stockholm
June 1, 2014 - December 1, 2014
Developed full-stack solutions; performed scrum master responsibilities and team coordination.
QA Tools Developer at VIA Play, Stockholm
December 1, 2013 - June 1, 2014
Developed QA tooling and validation systems for media platforms; focused on automation and test coverage.
Consultant / Developer at SoftHouse & various clients
January 1, 2006 - January 1, 2013
Worked across telecom, web platforms, and embedded systems; delivered solutions using Java, PHP, C/C++, and Linux.

Education

Ph.D. Studies in Telecommunications (Multicast Real-time Applications) at KTH Royal Institute of Technology, Stockholm
January 1, 1996 - January 1, 1997
M.Sc. Industrial Control Systems at University of Salford, UK
January 1, 1993 - January 1, 1994
B.Sc. Computer Science at Mälardalen University, Sweden
January 1, 1990 - January 1, 1993
PhD Studies in Teleinformatics (Multicast Real-time Applications) at KTH Royal Institute of Technology, Stockholm
January 1, 1996 - January 1, 1997
M.S. Industrial Control Systems at Mälardalen University, Sweden
January 1, 1993 - January 1, 1994
B.S. Computer Science at Mälardalen University, Sweden
January 1, 1990 - January 1, 1993

Qualifications

Certified Scrum Master
January 11, 2030 - April 25, 2026
Certified Product Owner
January 11, 2030 - April 25, 2026
Certified Scrum Master
January 11, 2030 - April 25, 2026
Certified Product Owner
January 11, 2030 - April 25, 2026
Project Management
January 11, 2030 - April 25, 2026
Rational Rose
January 11, 2030 - April 25, 2026
JUnit
January 11, 2030 - April 25, 2026
Technical Presentation
January 11, 2030 - April 25, 2026

Industry Experience

Gaming, Telecommunications, Software & Internet, Media & Entertainment, Professional Services

Experience Level

Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate