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.
Released titles
PRODUCER, DIRECTOR & GAME DESIGNER
Successor
2025
PC
Meta Quest 2+3
PRODUCER, DIRECTOR & GAME DESIGNER
Wartile
2018
PC
PlayStation
Xbox
Nintendo
GAME DESIGNER & Lead
HITMAN
2016
PC
PlayStation
Xbox
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.
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.
"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.
— 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.
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.
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.
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.
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.
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.
Game design and systems, from 15 years across AAA and indie games.
— 01.1 / SKILL
Procedural Architecture
Successor
At Playwood Project
Procedural & randomized generation
Direction & System design · Hands-on prototyping (Visual Scripting)
For Successor, we built a procedural game system that let us add new content without touching the underlying system code.
Successor
Layered World Generation
For world, region, and battle board generation, I helped design the game flow between each layer. The regions were stitched together into a single world map where each region is populated with factions and quests using weighted rules.
Encounter Graphs as the Building Block
The quest system was a graph of linked nodes that could unfold a quest step by step without any hard-coded sequencing. I helped design and test the system by building campaigns for different player experiences.
Tag Interactions
Every element on the board carried tags, from weather and terrain to pickups, set pieces, and status effects. When two tags met, the system checked the pair against a rule set and applied the outcome. Fire reaches oil, hay, or a cornfield and spreads to nearby burnable tiles, but a burning unit standing in rain or stepping into a lake takes reduced damage. Throughout development I helped design and evolve this system into its final shape.
— 01.2 / SKILL
Stealth & Interaction Design
HITMAN
At IO Interactive
Stealth & disguise
Game design · Hands-on prototyping (Visual Scripting)
On HITMAN, I designed and prototyped various stealth and disguise-related mechanics ranging from crouching behind obstacles, avoiding guard or camera vision, disguising, and designing level patterns allowing for secret passageways, etc.
HITMAN
In-Game Showrooms
Built in-game showrooms using the Glacier 2 engine and its node-based scripting to test and communicate mechanics tied to the Stealth game feature in HITMAN, placed into level patterns with increasing complexity and difficulty.
Disguise rules
Created simple schematics explaining the core rules of the disguise gameplay.
Visualize game mechanics
Made simple one-pages showing how to use the different difficulty stages, for a level designer implementing the disguise feature in a level pattern.
World interactions
Game System Design
Designed and evolved world interaction systems, such as traps, distractions, doors, and gates, etc. Designs were also prototyped in showcase rooms for testing and communicated through design one-pagers illustrations.
HITMAN
Game design flow charts
One-page schemes that make a full category of mechanics legible at a glance, showing how a single rule template scales across many interactive objects without new logic.
Player interaction flowchart used to identify different stages of the interaction and the required UX, Sound Effects, and animations needed to complete it.
Reading a Trap Before You Place It
A decision aid for level designers placing traps, made to help them judge how complex a trap is to trigger against the difficulty of the surrounding level before committing it.
The Tampering System on One Page
The master overview of the emergent tampering system, designed to give the whole team a shared reference for how tampering fits together.
— 01.3 / SKILL
Economy & Progression
HITMAN
At IO Interactive
Live Service model
Game System Design
Investigated systems to support game-as-a-service models with player progression, and other key gameplay features in HITMAN, defining systems that supported long-term player engagement and sustainable revenue.
HITMAN
Game Activities
Laying out and identifying all user and character activities inside and outside the game space, and ran workshops on how each activity can add value to the game experience.
Pre-mission preparations
Game & Level design · Hands-on prototyping (Visual Scripting)
Created a pre-mission economy for the user to set a level of commitment and introduced a shop for mission preparation.
HITMAN
The contract
Designed and prototyped the UX behind the contact menu, allowing the team to run user test on the gameplay flow.
Preparation shop
Designed and prototyped in Glacier 2 using Node-based scripting the shop from where the player could navigate and purchase different accessories to assist in the mission.
Showcase and testing levels
Game & Level design · Hands-on prototyping (Visual Scripting)
For testing the economy and progression features in-game I built a limited mission area where all the economy and progression features were tested in live environments.
HITMAN
Testing level patterns and new designs
I built a level representing a small hit location, allowing the player different ways and options to enter the location, and using all the new features added from the new economy and progression concepts.
— 01.3 / SKILL
Level Design
Wartile
At Playwood Project
Hand-authored tactical battle boards.
Game & Level design · Hands-on prototyping (Visual Scripting)
Wartile
Level design, art & layout
Linear levels
Each battle board pushed toward a clear objective, offering different paths with their own tactical challenges, ambushes, and obstacles.
Designed levels with close collaboration across the production.
I worked closely with our level & environment artist, sharing levels, testing new workflows, and adjusting both level patterns and art during production and into release.
Here are a few screenshots of all the levels we made for Wartile.
Successor
Board compositions and level patterns
For battle boards in Successor, my role was mainly directing and defining the visual expression and gameplay experience. Together with the level and environment artist, I designed and primarily tested level layouts and encounter setups to ensure a variated gameplay experience between the different board biomes.
Board variations in design and look
Successor shipped with 6 different board biomes, each with more than 18 different combinations and a handful of caves and towers, with a few more in production for a DLC that was not completed. I assisted our level & environment artist with iterations, lighting setup, special-effect placement, and polish through release.































