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Schedule Interview NowMy name is Simon Sejer N. and I have over 2 years of experience in the tech industry. I specialize in the following technologies: Unreal Engine, C++, Python, Games. Some of the notable projects I’ve worked on include: Ultimate Building System, Origin - Unreal Engine Code Plugin, Procedural Modular Building System, Procedural Configurable Data Pipeline/Animation Pipeline/Animation, Control Rig. I am based in Virum, Denmark. I've successfully completed 5 projects while developing at Softaims.
I approach every technical challenge with a mindset geared toward engineering excellence and robust solution architecture. I thrive on translating complex business requirements into elegant, efficient, and maintainable outputs. My expertise lies in diagnosing and optimizing system performance, ensuring that the deliverables are fast, reliable, and future-proof.
The core of my work involves adopting best practices and a disciplined methodology, focusing on meticulous planning and thorough verification. I believe that sustainable solution development requires discipline and a deep commitment to quality from inception to deployment. At Softaims, I leverage these skills daily to build resilient systems that stand the test of time.
I am dedicated to making a tangible difference in client success. I prioritize clear communication and transparency throughout the development lifecycle to ensure every deliverable exceeds expectations.
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Unity Technologies
Designed and developed The Ultimate Building System, a modular and extensible framework for Unreal Engine. Built to enable users to create scalable, highly customizable building mechanics for games with a strong focus on efficiency, performance, and ease of use. Automated the setup process for new buildables, allowing developers to quickly and efficiently create new structures while maintaining consistency and flexibility.
Origin is a plugin designed to help build a more immersive world that truly responds to characters’ backstory, traits, visual appearances and the events they’ve experienced. It streamlines the process of adding and managing a wide range of parameters related to actors; from traits, to visual appearance, even their experiences - ensuring that the environment and other characters react appropriately to these elements.
This is a system I developed for a game I had been part of developing. We wanted an easy to use building system for the player to use where they wouldn't necessarily build by placing walls directly, but instead go a more modular route. So I came up with a system where the player first places the base house, and from which they can then add modules to it, these modules can then be dragged, vertically or horizontally and then the module visuals will change based on the distance to the main building. The modules also determine the type of building it is, say you add a forge to it, then it becomes a blacksmith, adding lodging to it allows AI to sleep in the building and live there. We then also needed a way to create prefabricated buildings, so I also developed an editor tool which allows the level designers to work with it as if it was at runtime.
Procedural Generation / Animation Pipeline tool meant to ingest data from a DCC (like Maya) and import it into Unreal, ready for animation based on metadata. Automates the entire process of bringing data into Unreal. Uses Control Rig, Chaos, and Variant Manager (optional) If a vehicle, it can also be used to automate the 'driving' setup via Chaos. Can use overrides / child classes to modify functionality for any data that needs imported - NDA doesn't allow me to discuss in detail or show images
The client needed a way to have any form of vehicle skeleton working with control rig for animation purposes.