About
After years in the industry working with Quality Assurance, testing the games, ensuring all performance was on target and creating a framework for how to successfully test game engines, I was moved to a design position on the Core team of Battlefield.
On the core gameplay team of Battlefield I worked mainly on weapons and attachments, creating lists for which weapons would be in the game, how they would handle, what each attachment would do and look like, as well as balancing and tweaking these along with soldier movement and through-the-gun-experience.
Moving from Game Design at DICE and Rovio I spent months freelancing as a broadcasting producer and director creating great shows for masses of people with some of the most successful companies and game franchises of all time. This all allowed me to move in to the production side of companies, working for the marketing department at Paradox Interactive creating and executing grand long term strategies through a series of short term plans.
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Game Design
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Broadcast Production
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Game Production
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Quality Assurance
Projects
For more in-depth information on my contributions and responsibilities on each project, just hover their respective icon.

BF: Bad Company
I was tasked with taking charge of the ESRB Ratings for the title along with leading the games performance testing in order to get it to a shippable state.

Mirror’s Edge
Given my previous experience with rating boards I was also tasked with getting the title through all necessary boards.

Frostbite 2.0
Furthermore worked with a QA Engineer to create an automated testing initiative at DICE for tools.

BF: Bad Company 2
I also thoroughly assisted in various focus testing and creating a temporary in-house lab for these purposes.

Battlefield 3
For singleplayer and co-op modes I created customised sets of weapons for each special event in the game.
For multiplayer the weapons were tweaked and balanced post release, with new ones introduced in DLC’s.

Battlefield 4
Closely working with the weapon animator and the sound team, we created a brand new weapons system along with improved animations.

Rovio
My main responsibilities were finding new intellectual properties with recognizable characters for the company to build strong brands upon through prototyping.

Paradox Interactive
Alongside this I was also in charge of producing and coordinating larger event shows.