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.
RELEASED TITLES
Successor2025 · Producer, Director & Game DesignerPC · Meta Quest 2+3
Wartile2018 · Producer, Director & Game DesignerPC · PlayStation · Xbox · Nintendo
HITMAN2016 · Game Designer & LeadPC · PlayStation · Xbox
Kane & Lynch 22010 · Environment ArtistSteam · PlayStation · Xbox
Production and studio leadership, 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.

Team Leadership & Mentoring
Involving the team in the creative goals and production framework from early on, with clear and transparent communication.
- Day-to-day planning and status updates
- Hiring developers and interns on a limited budget
- Lectures and mentoring at DADIU and Fremtidsværkstedet

Backlog and Roadmaps
Owning the full production plans for Wartile and Successor, from backlog and milestones to documentation.
- Roadmaps and milestones in Jira, documented in Confluence
- Waterfall for art and audio, Agile Scrum for engineering and design
- High-risk features scheduled first during VR development

Porting & Platform Submissions
Managing cross-platform development and porting across PC, console, VR and AR.
- Wartile on PC, Xbox One, PS4, Switch and Tilt Five AR
- Six-step milestone process for Meta Quest VR
- Seven-week QA submission for Successor on Meta Quest

Marketing & Community Production
Release plans, store pages and community management for Wartile and Successor.
- Up to 100 patch notes and dev logs on Steam
- Meta Quest and Steam store setup and submissions
- Trailers and marketing assets in Photoshop and Premiere Pro

Studio Operations
Founding and leading a studio of 4–7 developers from 2014 to 2026, from hiring and budgets to funding and publishing deals.
- Budgets, runway and forecasting models
- Investor pitches, Danish Game Scheme support and an Unreal Dev Grant
- Publishing deals with Deck13 and Oculus Publishing