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 inCopenhagen, DK
RolesProducer, Director & Game Designer
PlatformsPC, Xbox One, PS5, Nintendo, Meta Quest 2–3
Released titles4
EnginesUnreal 5, Glacier 2

RELEASED TITLES

Successor cover artSuccessor2025 · Producer, Director & Game Designer
PC · Meta Quest 2+3
Wartile poster artWartile2018 · Producer, Director & Game Designer
PC · PlayStation · Xbox · Nintendo
HITMAN key artHITMAN2016 · Game Designer & Lead
PC · PlayStation · Xbox
Kane & Lynch 2 coverKane & Lynch 22010 · Environment Artist
Steam · PlayStation · Xbox
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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.

Lecturing to game development students
01 · TEAM

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
Open case study →
Production planning in Miro
02 · PLANNING

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
Open case study →
Successor cover art
03 · RELEASE

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
Open case study →
Steam community page
04 · COMMUNITY

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
Open case study →
Wartile poster art
05 · STUDIO

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
Open case study →