
A LIST OF EXPERIENCE THROUGHOUT THE YEARS
2017 Q3 - Present
Working as a Studio Art Director involves the studio art at a whole.
With a team of 15 artists I´ll provide support and leadership, as well as working with Studio Leadership (Head of Studio, Studio Director and Producers) as a key contributor as well as a driver for the studio strategy.
Providing hands on support to art leads and artists across the studio is to cover:
- Continously improve the quality and efficiency of our art processes
- As a part of the studio art team actively lead, support, coach and develop individuals.
- Lead, develop and provide training needed to ensure we as individuals grow
- Provide support and development for goal settings and personal development.
- Oversee artist capacity/skill requirements and ensure we are staffed according to our studio needs. This includes managing the hiring of artists into the studio as required.
- Facilitate good working partnerships between studio art and key partners such as Brand, Marketing and Insights
With the love for both art and studio development as well as individual development, I thrive to continue constant success and high team spirit.
2014 - 2017 Q2
Started working as a Producer at King 2014, due to not yet any project started I took on a role as running Agile Methodologies.
Working with 2-3 team setting up Scrum; Planning, Retrospectives, Coaching and basic knowledge of how to work within Scrum.
Later 2014 this shifted and I started working as a Producer for Brand, Community, Technical art and UI/UX.
Those were teams not yet implemented in the company structure of process and first milestone were to get those up and running, there after looking at the product and the reach they accomplished.
Besides this I ran the localization of Pet Rescue Saga and released the game on Korea Android, as well as iOS Korea and China.
When this were done I moved on to working on an so far unannounced project, as a producer for the whole project lasting a year and a half.
Before leaving the position as producer I built up and maintained on of our live games called Blossom Blast Saga, were a lot of the focus were on team health and product experiments.
2012 - 2014
Project Manager of Interaction Design and UI Graphics.
With the launch of Blackberry OS 10, I were responsible of all work regarding device apps, which from 10.1 and onwards also covered the Core OS.
Worked with OS 10, 10.1, 10.2 & 10.3, were a part of releasing all except 10.3. Devices that were a part of these releases are Z10, Q10, Z30, Passport and other.
Main assignments was to keep and both high and lowlevel planning through out our releases, as well as making sure we were able to switch around fast in order to meet updates and need to prevent workforce slowing down and losing track. Meet stakeholders and adapting best process to deliver each OS.
2006 - 2012
Started at Massive as an modeler, moving on to be one of 2 texture artist, responsible for texture across the products.
Move on to helping out as Art Director when needed, leading on to Associate Art Lead, following being the main Art Lead shortly after.
Responsible for high and low level planning, keeping our roadmap realistic and manageable, keeping track of visual and technical quality, as well as recruitment and HR responsibilities within the art team.
Been working on and releasing: World In Conflict, Far Cry 3 during my stay at Massive
2006
2008 - 2012
After my education I started my own company focusing mainly on editorials and commercials.
During the years active I worked with clients like:
MAKEUPSTORE
NESTLÉ – ZOEGAS
TOPECO
FRANKDANDY SUPERWEAR LIIAS
LANZA
GOLDWELL
SCA