Mountain StreamStudios
Jonatan Bergström · Gothenburg

I build the software where the virtual world meets the real one.

Real-time simulation, digital twins, and the pipelines that keep them fed. Unreal Engine since 2014, consulting under my own name since 2023.

What I work on

Ten years of building interactive systems, then three as an independent consultant across four studios and OEM design teams.

Simulate

Simulation and digital twins

Real environments rebuilt in Unreal or Omniverse, wired to live sensor data. City models, sail races, virtual sensors, autonomous vehicles and the infrastructure around them.

  • Unreal Engine
  • Omniverse
  • C++
  • Python
Prototype

HMI development

Interface work for vehicle teams, tested inside a simulated environment before hardware exists. Scenarios drive the system, reactions get recorded, the loop closes in days instead of months.

  • Unreal Engine
  • Qt / QML
  • JavaScript
  • Python
Generate

Synthetic data for ML

Procedural environments that annotate themselves. Tile-based cityscapes populated with traffic and pedestrians, rendered to per-pixel segmentation under varying weather and light.

  • Procedural generation
  • Segmentation
  • Isaac Sim
Automate

Pipeline and tooling

The unglamorous layer that decides whether a studio ships. CGI pipeline automation, configurator builds, asset scripts, and the web platforms that sit on top.

  • Python
  • React
  • GCP
  • MCP

Selected work

This work was delivered while working at Engage Studios.

Multi-year

Lysekil Women's Match

The race course rebuilt in Unreal, with sensors on boats, buoys, and shore streaming live position data into it. I wrote the Android trackers, defined the packet protocol, turned telemetry into boat behaviour, and built the control UI.

Unreal Engine · Android / Java · UDP protocols
2017

Training data at scale

A procedurally generated city street in Unreal Engine, with traffic, pedestrians and vegetation

Six road tile types, combined by script into whole cities, then filled with buildings, foliage, pedestrians, bikes, and traffic. Every asset labelled in engine, so postprocess shaders rendered perfect per-pixel segmentation next to the RGB frame.

Unreal Engine · C++ · procedural generation
2022

Fabric manipulation in Omniverse

A robot arm in Isaac Sim lifting a piece of purple cloth

With the University of Borås, an evaluation of Isaac Sim for cloth. A colleague ran the learning modules, I built the simulation side and the API that let the algorithm drive a robot arm picking up cloth, then ran it until the policy improved.

Post and video ↗ Nvidia Omniverse · Isaac Sim · Python
2020 — 2022

Virtual Gothenburg Lab

A research project testing what a city actually gets from its digital twin. Three pilots: flood simulation data made readable, pedestrian congestion under different bus stop layouts, and the skyline impact of proposed buildings on protected views.

Project site ↗ Unreal Engine · city digital twin · interactive tooling
Multi-year

HMI simulator

A simulated environment for developing and testing a client's HMI system. Operators defined scenarios and behaviours, the simulation exposed metadata their system reacted to, and every response got recorded for evaluation. Iteration loops that used to take weeks closed in days.

Client confidential · no imagery published
2021 — 2023

Configurator and education tools

A web-based 3D configurator for a client's e-commerce platform, built with one of our designers, and a training tool educators reconfigure themselves at runtime through metadata in the package.

Project page ↗ Unreal Engine · React · WebGL

Engagements

Nine years inside one studio, then independent since 2023.

Digital Giant
Senior pipeline developer. CGI pipeline and configurator automation.
Oct 2024 — present
Another Truth
Senior software developer. CGI pipeline automation and platform work in React, GCP, and Unreal.
May 2024 — present
Augmented Realm
Senior software developer. Image recognition, augmented reality, language models, system architecture.
Oct 2023 — Apr 2024
Lynk & Co Design
Senior software developer. HMI development, prototyping, tool and pipeline automation.
Jan 2023 — Sep 2024
Engage Studios
Software developer, later senior. Nine years across game engines and the frameworks around them, building interactive experiences, real-time visualization, and simulation for client teams.
  • HMI applications
  • ML training environments
  • Autonomous cars and infrastructure
  • Virtual sensor simulation
  • Multiplayer VR
  • Excavator guidance
  • Sales visualization tools
  • Android tracking and telemetry
  • 3ds Max automation
Jun 2014 — Aug 2023
ÅF Technologies
Internship. Test and verification, writing test documentation from requirement specs and building an Android app that pulled log data off BLE products.
Oct 2013 — Jun 2014

Background

Combining the virtual and the real world allows for, and requires, innovation, organization, and optimization. All three are why the work still holds my attention after a decade.

I started in electronic engineering, and the hardware side never left me. When a model has to agree with a sensor, a vehicle, or a city, it helps to understand both the software and the thing it is talking to.

I work at the edge where the old meets the new, because that combination is what makes fast, iterative development possible against tomorrow's problems.

Yrgo, Electronic Engineering, 2012 — 2014

  • Alarm system built on voice recognition and ultrasonic sensors
  • Mini-sumo robot programmed for Robot SM
  • Remote-controlled quadcopter, from PCB design through firmware
  • Android app to fly it

Toolkit

Unreal and C++ carry most of the work. The rest gets picked up when a project needs it.

Engines

  • Unreal Engine 4 and 5
  • Nvidia Omniverse
  • Isaac Sim
  • Unity 3D

Languages

  • C++
  • C#
  • Python
  • JavaScript
  • Java

Interfaces

  • React, React Native
  • Qt and QML
  • TCP, UDP, WebSocket
  • MQTT

Around the code

  • Git and Perforce
  • GCP
  • 3ds Max, Maya, Deltagen scripting
  • Swedish, English, German
Next step

Tell me what you are building.

Send a paragraph about the problem. You get a straight answer on whether I am the right person for it.

Mountain Stream Studios Jonatan@mountainstream.dev Gothenburg, Sweden Remote, on site when it helps