Senior Game Designer at Funcom
Canada
Senior Game Designer at Funcom
Canada
My career is focusing on video game design, especially gameplay design of MMOs and RPGs.
Currently I am employed at Funcom working on the MMO The Secret World.
MMO and RPG Gameplay Design, Writing, Agile Project Management
(Public Company; FUNCOM.OL; Computer Games industry)
November 2009 — Present (3 months)
Creating content for Funcom's upcoming MMORPG, The Secret World, including:
- Design and implementation of gameplay and encounters
- Design and implementation of missions
- Monster designs
- Design of social mechanics for hubs
- Training of junior designers
Primary focus: Playfields and social hubs
(Public Company; Computer Games industry)
September 2008 — November 2009 (1 year 3 months)
Quest design and implementation
Gameplay progression design and implementation
General MMO world population
(Educational Institution; Higher Education industry)
September 2007 — August 2008 (1 year )
My PhD-project was about educational video game design, decided after a year to go back to development rather than research.
(Computer Games industry)
September 2007 — November 2007 (3 months)
This course covered most aspects on starting up a company in the games industry, and the participants write a business plan, a budget, and an IR-plan during the course.
(Privately Held; Machinery industry)
March 2007 — August 2007 (6 months)
Responsibility: Key Account Management, development management using XP and Scrum. Developed budget and business plan.
Team size: 12
Production time: 1 year
Credited title: Lost Empire: Immortals (development manager)
(Privately Held; Machinery industry)
April 2006 — March 2007 (1 year )
Did concept development, prototyping, documentation, and worked closely with programmers and artists in the preproduction of Pollux Gamelabs' third title, SpinWars.
(Computer Games industry)
2005 — 2006 (1 year )
(Privately Held; 1-10 employees; Computer Games industry)
March 2002 — December 2003 (1 year 10 months)
Reviewing computergames and writing feature articles on computer game culture
(Privately Held; 1-10 employees; Motion Pictures and Film industry)
September 2000 — December 2003 (3 years 4 months)
Evaluating manuscripts, editing, external communication
(Public Company; 10,001 or more employees; Computer Games industry)
September 2000 — February 2003 (2 years 6 months)
Reviewing computer games for the danish Microsoft website
MA , Multimedia Technology , 2007
My thesis at the IT-University of Copenhagen was about concept development of computer games. Particularly how the game designer can widen the target audience of a given game concept by letting the game cater for both toyplay and goalplay by regulating game mechanics.
Game Designer , Computer Game Production , 2005 — 2006
Was Game Designer on:
Production 1: The Clutches of Rottenstein
Production 2: Grogg: Terrifying Tales of the Man-Ape
BA , Film- and Media Science , 2000 — 2004
music (classical and electronica), diving, jogging, swimming, reading novels, films, writing, composing, game theory, Agile Development particularly in the form of Scrum and XP, games and learning
IGDA