Portfolio

A collection of working experience, sorted by craft.

I have spent 20+ years in games, leading production and designing the systems underneath AAA and independent titles. The work spans studio operations, team leadership, and hands-on system, mission, and quest design.

Based in
Copenhagen, DK
Roles
Producer, Director & Game Designer
Platforms
PC, XBOX One, PS5, Nintendo, Meta Quest 2-3
Released Titles
4
Engines
Unreal 5, Glacier 2

Released titles

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PRODUCER, DIRECTOR & GAME DESIGNER

Successor
2025

PC

Meta Quest 2+3

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PRODUCER, DIRECTOR & GAME DESIGNER

Wartile
2018

PC

PlayStation

Xbox

Nintendo

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GAME DESIGNER & Lead

HITMAN
2016

PC

PlayStation

Xbox

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Environment Artist

KANE & LYNCH 2
2010

Steam

PlayStation

Xbox

Production and management, from 11 years running a studio.

For 11 years I ran a studio and produced two complex titles end to end. I aligned the teams, built the plans, and handled the scope, budgets, and platform submissions that got them shipped.

— 01.1 / SKILL

Team Leadership & Mentoring

Successor
Wartile

At Playwood Project

Team Leadership

Producer & Director

In the production of Wartile and Successor, I involved the team in defining the creative goals and production framework from early on, while maintaining clear and transparent communication throughout development. This created a strong sense of ownership and responsibility across the team for the project’s outcome, despite the many setbacks and challenges during development.

Empowering the Team

I strengthened team motivation by sharing small wins and recognizing strong performance. Especially working with larger cross-disciplinary teams requires adapting communication and expectations accordingly.

day-to-day planning

During development, I oversaw the day-to-day planning and status updates, ensuring the team stayed on track and issues were surfaced. As the Team lead at IO Interactive and ZeitGuyz, I oversaw a small team of designers and provided regular status updates in a more discipline-focused role.

Building the Team

At Playwood Project, my responsibility was to find talented developers and interns to join the studio. While operating within a limited budget, I focused on offering ownership, creative influence, and flexible work conditions to foster long-term commitment.

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Lectures, mentoring & talks

Director & Game designer

When time allows, I enjoy running lectures, workshops, or talks for students of game development.

Lectures at DADIU in game design

For a few years, I served as a mentor and lecturer at The National Academy of Digital Interactive Entertainment. Here I ran workshops in Game design for students.

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"Fremtidsværkstedet"

A volunteer initiative for a public initiative named Fremtidsværkstedet, where I was invited to deliver guest lectures introducing game development to kids in 5th–9th grade.

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— 01.2 / SKILL

Backlog and Roadmaps

Wartile

At Playwood Project

Laying out a roadmap and tracking the backlog.

Producer

I owned and maintained the full production plans for both Wartile and Successor, creating the backlog, setting up roadmaps and milestones, configuring them in Jira, and supporting them with detailed Confluence documentation, helping the team frame the work to be done and the expected deliverables.

Miro

For Successor, we transitioned to Miro, a more dynamic and collaborative design documentation platform, to improve alignment and visibility. This method was a more direct and straightforward form of communication, suitable for the high-intensity and flexible production cycle we operated under.

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Sprint Planning and priorities

Producer

I ran Waterfall for art and audio, with clearly defined feature deliveries. Engineering and game design ran on Agile Scrum sprints, breaking complex systems into smaller tasks to enable rapid implementation, testing, and iteration, helping us catch technical and creative challenges early.

Tracking Process

I ran Waterfall for art and audio, with clearly defined feature deliveries. Engineering and game design ran on Agile Scrum sprints, breaking complex systems into smaller tasks to enable rapid implementation, testing, and iteration, helping us catch technical and creative challenges early.

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Risk Management

Many systems were new, and reliable velocity data was limited, especially during VR development. To mitigate uncertainty, we prioritized high-risk core features early in the schedule to reduce downstream delays. This approach surfaced critical problems in our procedural map generation and required a whole new codebase.

— 01.3 / SKILL

Porting & Platform Submissions

Wartile

At Playwood Project

Cross-platform development

Producer

For Wartile and Successor, I managed cross-platform development and porting across multiple platforms. 

Wartile was released on PC and then ported to Xbox One and PlayStation 4 in 2020, followed by ports to the Nintendo Switch and, later, Tilt Five AR. Successor was initially PC-first, but during development shifted toward VR-first, with a release on Meta Quest 2 & 3 and PC in 2025.

Six-step Milestone for Meta Quest VR

Led the production through a six-step milestone process for Successor on Meta Quest VR, aligning weekly or monthly progress with delivery expectations, communicating progress, challenges, and delays ranging from signing the contract to releasing Successor at the Meta Quest store.

Submission for Meta Quest VR

Managed an intense seven-week QA submission process with Global Step, ensuring an approved, greenlit candidate to be released on the Meta Quest store in September 2025. I managed incoming bug reports, sorted by priority and complexity, verified fixes, and helped solve bugs in the engine myself.

— 01.4 / SKILL

Marketing & Community Production

Wartile

At Playwood Project

Release plans

Producer

Laid out the release plans for Wartile & Successor, considering marketing beats to increase visibility and grow the Steam wishlist count. Planned for events, festivals, and initiatives across platforms and social media.

Events & visibility

During the production of Successor, I planned small event beats toward the release, such as the Halloween event demo released on Steam along with a marketing and social media push to increase visibility.

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Social Media and the Community

Producer

I also acted as community manager for our Discord and Steam communities, responding to player inquiries, gathering feedback, and writing dev logs and patch notes to keep players informed and engaged.

Steam Community

For Wartile and Successor, I wrote up to 100 patch notes and dev logs across our Steam Community Hub to engage our players and help newcomers become more active community members.

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Store Platforms

Producer

Before release, I set up and managed the Meta Quest and Steam stores, coordinated final submissions and technical requirements, aligned marketing assets with platform guidelines, and ensured the build was ready for launch.

Store Platforms

Before release, I set up and managed the Meta Quest and Steam stores, coordinated final submissions and technical requirements, aligned marketing assets with platform guidelines, and ensured build readiness for launch.

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Marketing content images and trailers

For all platform shops, I produced or assembled marketing material such as images and trailers in Photoshop and Premiere Pro, following each platform’s submission requirements.

— 02.1 / SKILL

Studio Operations

Wartile

At Playwood Project

Founder and Studio Director

At Playwood Project, Io Interactive & Zeitguyz

Founded and led a cross-disciplinary studio of 4–7 developers from 2014 to 2026, managing day-to-day operations including hiring, budgeting, scheduling, and long-term planning. Coordinated external partners, investors, and platform holders to support sustainable development and commercial growth.

Adminstration

Managing the studio financials, runway management, and forecasting models built to support strategic decisions. commitment.

Budget & Forecasting

Developed and managed studio budgets in Excel, calculating production runway and monitoring cash flow. Created forecasting models for market positioning and sales projections to support strategic decision-making.

Fundraising & Investment

At Playwood Project, Io Interactive & Zeitguyz

Engaged with investors to secure long-term capital.

Developed business models and investor pitch materials that resulted in equity investment from venture capital partners, as well as funding from the Danish Game Scheme and Unreal Dev Grants.

Pitching to publishers and investors

Prepared project pitch decks and attended numerous events like GDC, GamesCom, Nordic Game, etc., in order to present our project and secure a publishing deal. We succeeded in signing with Deck13 for Wartile and with Oculus Publishing for Successor VR

Fundraising

Secured around $100k in support from the Danish Game Scheme and additional go-to-market support for PR & Marketing.

I also received the Unreal Dev Grant of $10.000  during the development of Wartile

Contracts

Managed legal negotiations, contract terms, and revenue models with partners and publishers, securing publishing agreements with Deck13 for Wartile and Oculus Publishing for Successor VR.