Figment (iOS)
- A surreal journey through the mind. Bedtime Digital Games.
Was QA & UX Intern. Signifantly raised the quality of their products (CEO, Klaus Pedersen).
Game designer, Producer, UX person, Agile dev and Batman fan
- A surreal journey through the mind. Bedtime Digital Games.
Was QA & UX Intern. Signifantly raised the quality of their products (CEO, Klaus Pedersen).
An Android and iOS side-scrolling platformer where magical paint gives you special abilities. Featured by Apple.
Was lead game designer among 17 students from different backgrounds.
Take Credit was awarded "Jury Award" and "Popular Vote Award" for best board game at Nordic Game Jam 2016.
Worked on a team of game designers. Presented game at award ceremony.
Swingers Club got an honorary "runner-up" award at Create Jam 2019 for most unique take on theme.
Worked on audio design and game concept.
Global Game Jam 2016 local co-op game about wizards casting spells to defeat a tentacle demon.
Did game design and a bit of project management.
DADIU game prototype. Stealth game about a shieldmaiden avoiding opposing clan and trying to reach her village.
Was lead game designer.
DADIU game prototype. Early prototype of stealth game. Precursor to Shieldmaiden: Berserk. Game about a viking fumbling his way to Valhalla.
Was lead game designer.
A master of IT looking for work as a game designer, project manager or user researcher.
Educated in design, user experience and project management.
Most recently a Producer at Tactile Games. Responsible for planning and releasing client updates. Working with feature and story teams to prepare and release new content to players each week.
Previously I was the QA Lead/Manager at Tactile Games managing all manual QA personal in Copenhagen.
During my master of IT, I wrote projects on esports economy and AI usage in video games. My master thesis is about how music relates to the perceived difficulty of video games. In 2018 I was lead game designer on the iOS and Android DADIU game Night Painter and at Nordic Game Jam 2016 my co-designers and I won an award for best board game. When I am not making games I write music and fiction. And then I read Batman comics.
• Producer on Penny & Flo.
• Responsible for game client releases including:
- Planning the releases.
- Supporting the game and story teams.
- Submitting to app stores.
• Producing the Penny & Flo story.
• Running team creating new game feature.
- Sprint planning.
• Weekly Sprint Planning for manual QA.
• Managing Tactile Games' manual QA teams.
• Approving releases with producer.
• Primary hiring manager for QA in Copenhagen - Interviewing and testing candidates.
• Deciding on new hires in collaboration with recruiters.
• Onboarding of new hires.
• Writing and managing test cases.
• Writing documentation for QA.
• Collaborating with game programmer teams as well as cinematic story teams to ensure issues are prioritized and fixes are included with releases.
• Advises in workflow standardization across teams.
• I started as a Manual QA Games Tester on a larger team, but I took on the primary responsibility for testing on a new game release within the first 3 months.
• QA test on mobile games:
- Regression testing.
- Exploratory testing.
- Compatibility testing (related to hardware, software, mobile OS).
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- Localization testing.
- Running test automation with Python.
- Writing some test automation with Python.
• Quality Assurance on "Figment" for iOS launch. Also did QA during and after Figment iOS release.
• Established new QA test pipeline.
• Recruited users for testing. Did user testing and gave feedback and suggestions to team.
• Interviewed volunteer testers and gathered data from these.
• Significantly raised the final quality of their products and managed to transform the way they think of QA internally (Klaus Pedersen, CEO).
• Implemented achievement text through App Store backend.
• Participated in solving design problems of game levels.
• Helped marketing during game release. Found press and influencers to contact. Wrote material for social media.
• Released on iOS.
• Lead Game Designer on the iOS and Android game "Night Painter".
• Communicated and coordinated with Game Director, Lead Programmer and Project Manager.
• Wrote Design Document and managed game stats in Excel.
• Oversaw techincal production.
• Listened to and evaluated feedback from whole team (17 students).
• Featured by Apple in Made in Denmark article.
• Upgraded and reinstalled laptop and desktop computers.
• Used administrative software to handle off-site activation of printers.
• Was introduced to VMware administration.
At Gjensidige I was a meeting booker contacting consumers and businesses.
Booker of meetings (B2C). Various IT brands.
I did in-store store promotion and consumer contact for IT brands.
Educated in it design, agile project management, concept development, digital narratology, gamification, rapid prototyping.
Educated in communication, media production, communication strategy, aesthetics.