
Penny & Flo
Most recently I was the Producer & Release Manager on Penny & Flo. Tactile Games.
Previously, I was a QA Manager overseeing international teams.
Producer, Game designer, QA Manager and Batman fan.
Most recently I was the Producer & Release Manager on Penny & Flo. Tactile Games.
Previously, I was a QA Manager overseeing international teams.
- 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.
Producer, Game Designer and QA Manager looking for work in Games and IT.
I have worked as a Game Producer (Project Manager + Release Manager) and QA Lead/Manager.
I hold a Master’s in IT, specializing in game design, user experience and project management. I am proficient in user research, agile develop‑ment (SCRUM, Kanban) and leadership.
Colleagues describe me as a warm and welcoming leader. I empower teams by fostering an environment where they can grow and tackle challenges confidently.
As a producer on a narrative‑focused mobile game, I oversaw the weekly release of story content, collaborating closely with game directors, narrative designers, and artists.
As a QA Manager, I led a team of manual testers in Copenhagen and managed QA operations across global teams. I improved communication between teams and established cross‑department channels for better collaboration. I also coached new hires and conducted interviews.
In my spare time, I am the game master for two tabletop RPG campaigns (Dungeons & Dragons and a space‑themedRPG). I am also writing a high fantasy satirical novel about a halfling who haphazardly sets out to become the greatest adventurer.
• 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.