Resume

resume

Expertise

DCC Tool Development

Scripts, extensions and plug-ins for Maya, Blender, 3ds Max, Photoshop, Illustrator, the Substance 3D apps, Houdini and more

Game Art Pipelines

From validators and exporters to workflow automation and optimization. All made with a user-first -mindset and modern UIUX.

Programming & Scripting

10+ years writing robust Python, Javascript and C# tools - plus Lua, VEX, HTML/CSS, Shell Scripting and Shader Programming. 

Game Engines

Unity, Frostbite, Snowdrop, Apex, Defold and more. I bridge Art and Code with asset bundling, profiling and tool integrations.

Shader Authoring

GLSL, HLSL and CGFX shader programming, including shader graph prototyping and conversions in either direction.

Testing & CI/CD

Deep familiarity with test types and automated pipelines - including configuring GitLab CI/CD to build, validate and test tools.

Cross-Functional Leadership

I'm a talkative introvert who thrives in matrix orgs: aligning Tech Art, UX and Engineering and documenting best practises.

Product Management

Roadmapping, Discovery and Prioritization for the Frostbite game engine. Stakeholder Management, Technical Writing and more.

Mentoring & Training

Team Workshops, 1:1s, Coaching and Mentoring of Artists - including extensive experience with interviewing and onboarding.

Resume

Technology stack

Software

Maya

Blender

3ds Max

Unity

JetBrains IDE Suite

Visual Studio Code

Houdini

Adobe Creative Cloud

Adobe Substance 3D


Languages

Python

Javascript

MEL

C#

VEX

Lua

Shell Scripting

Shader Languages

HTML


Systems

Windows

Mac OS

git

Perforce

GitLab CI/CD

Jira

Qt

Confluence

Miro

Resume

credentials

Work Experience

My career is built on deep Technical Art expertise - spanning DCC tools, pipelines, engine workflows, and cross-disciplinary collaboration - driving reliable, scalable and artist-friendly solutions across multiple studios and game engines.

Electronic Arts

Mar, 2024 - Aug, 2025

Senior Technical Product Manager

Senior Technical Product Manager on Frostbite's Scene domain, shaping the editor's core systems (viewport, cameras, manipulators, scene layers, inspector and other editor panels), and translating creator workflows into engineering priorities.

  • Led product discovery, scoping, and prioritization for core Scene systems - ensuring alignment across a multi-manager leadership group (EM, TD, DD, and me) supporting a development and quality team of over 13 people.
  • Converted creator workflow pain points into structured requirements, improving editor usability for internal teams such as Battlefield 6 and several EA Sports titles.
  • Drove cross-team collaboration with Engineering, UI/UX, and Technical Art, reducing workflow friction and clarifying expectations across multiple Frostbite domains.
  • Defined and evangelized a cohesive product vision focused on reliable, predictable workflows and modern UI/UX.

Ubisoft

Dec 2021 - Feb 2024

Senior Technical Artist

I worked on Snowdrop's central DCC Tools team, where I modernized overhaul of our core DCC framework code and its architecture - improving maintainability and enhancing developer workflows across multiple DCC applications.

  • Part of the Snowdrop DCC Tools team, consisting of myself, another Technical Artist, a Lead TA and two Technical Animators. On this team I focused on evolving our core framework and our DCC-agnostic tools.
  • Re-architected a monolithic "god-class" launcher/deployer/installer into modular, well-defined components, greatly reducing the number of unknown-unknown failures and enabling safer iterations for the entire team.
  • Expanded automated test coverage, improving CI reliability and promoting healthy programming habits - increasing confidence in future framework changes.
  • Improved deployment, packaging, and dependency handling across DCC's, lowering support overhead across multiple  productions - including Star Wars: Outlaws.

Polygonflow

Aug 2020 - Nov 2021

Technical Artist

Led the Maya implementation for GraphN - a node-based editor that enabled Artists to create their own DCC tools. On this product I designed and developed a middleware layer between Maya and GraphN, all running on Maya API-driven code.

  • Worked alongside the founder (Technical Artist), a Geometry Programmer and a Physics Researcher, and three remote Technical Artists while owning and delivering the Maya integration of GraphN.
  • Designed and implemented Maya-facing nodes and functionality using Python and Maya API, ensuring seamless interaction with GraphN's core engine.
  • Built a robust and maintainable code structure that allowed fast iteration on core architecture when product development needed to do quick turns.
  • Authored comprehensive automated tests for Maya, enabling headless execution and ensuring consistent behaviors across rapid iterations of the Maya context.

Avalanche Studios

Apr 2020 - Aug 2020

Experienced Technical Artist

Provided short-term support on Avalanche's internal DCC tools, focusing primarily on UI/UX fixes, workflow stability, and resolving production-blocking issues for the Contraband project.

  • Worked with another Technical Artist, the Lead TA, and a Principal Artist supporting the Contraband team.
  • Delegated targeted bug fixes and UI improvements on the existing DCC tools stack, reducing friction for Artists during asset creation and curation.
  • Investigated and resolved stability issues in existing tools, improving reliability during rapid production changes.

King

Sep 2017 - Apr 2020

Technical Artist

Promoted into King's central Technical Art team and later the Crash Bandicoot: On the Run! team, owning end-to-end tools, pipelines, and workflow improvements across Maya, Photoshop, Illustrator, and standalone Python tooling.

  • Part of the central Technical Art team (4 TA's + Lead TA + intern-to-junior TA's), delivering Maya and Adobe tooling for all Candy Crush games - including the newly launched Candy Crush: Friends.
  • Established reusable Adobe panel templates across King's Technical Art community, educating and supporting other Technical Artists on the quirks of Photoshop and Illustrator tooling.
  • Built pipeline and workflow automation and tooling - exporters, validators, and deployers, and supporting scripts -  reducing iteration time across multiple King projects.
  • Onboarded and mentored two intern Technical Artists into Junior TA roles, and introduced a Senior Artist to Technical Art fundamentals such as Python, enabling her transition into TA work.
  • Joined the Crash Bandicoot: On the Run! -team as the sole TA (initially) within a 12+ person group, later collaborating closely with other Senior TA's on an RnD group tasked with investigating procedural road generation in Houdini.

Junior Technical Artist

Started as the sole Technical Artist on King's New Games studio, building tools and workflow improvements from scratch while supporting several new IP prototype teams, including Blossom Blast.

  • Served as the only Technical Artist in the New Games studio, collaborating closely with a Principal Engineer responsible for the studio's custom Unity render pipeline.
  • Created the studio's first Photoshop tools tailored for Defold (engine) -based pipelines, enabling faster concept-to-asset workflows.
  • Improved how Blossom Blast handled texture atlases by automating in-editor setups, reducing manual work for artists.

Autodesk

Oct 2016 - Dec 2016

Technical Artist (contractor)

I licensed my own UV editing tool (Nightshade UV Editor - NSUV) to Autodesk and collaborated with the Maya product team to integrate its functionality into Maya 2018 & Maya LT.

  • Worked directly with Autodesk's Product Manager, Principal UX Designer, and Software Development Manager to bring NSUV's capabilities into native Maya workflows.
  • Rewrote key NSUV features from PyMEL into MEL for integration, ensuring consistent behavior and performance aligned with Maya 2018/LT standards.
  • Designed and implemented new UV editing features based on Autodesk's design direction, expanding the Maya's  usability and aligning it with their vision and roadmap.
  • Delivered documentation, code support, and iteration-ready prototypes throughout the 3-month contract, ensuring a smooth handoff to Autodesk's internal teams.

Star Stable Entertainment AB

Oct 2015 - Jan 2016

3D Artist

Contributed to Star Stable Online as a 3D Environment Artist, creating and updating world assets while supporting the development of new zones such as Pandoria. The work was an extension of my contract with Blackbeard.

  • Worked with the art team to create new assets and update older content, ensuring stylistic consistency.
  • Helped outline foundational environment work for Pandoria and additional upcoming zones.
  • Delivered optimized models and textures, maintaining performance budgets and smooth integration into the game's proprietary engine.

Blackbeard

May 2014 - Sep 2015

3D Artist

Worked as a 3D Artist on Mega Drift, creating all in-game vehicles and supporting environment asset development while collaborating closely with the art team on track themes and visual style.

  • Created every vehicle used in Mega Drift, taking assets from blockout to final game-ready models with optimized topology and textures.
  • Collaborated with the Lead Artist and another Environment Artist on track themes, ensuring cohesive visual direction across cars, tracks, and UI elements.
  • Mentored an Intern/Junior 3D Artist, providing guidance on workflows, asset creation, and integration into Unity.
  • Delivered assets optimized for mobile performance, maintaining budgets and ensuring smooth integration within the Unity-based pipeline.

Polarbit

Mar 2012 - Dec 2013

3D Artist

Worked as a 3D Artist on several mobile titles built in Polarbit's proprietary game engine, creating environments and vehicles while helping to improve the art asset pipeline as my first steps towards Technical Art.

  • Contributed environment art and vehicle art for Tank Riders 2, Rail Racing and Cracking Sands, taking assets from blockout to optimized mobile-ready models.
  • Created low-poly, performance-focused models and textures tailored for Android/iOS constraints, ensuring stable runtime performance across devices.
  • Developed a growing interest in Technical Art by assisting with asset-pipeline tooling, naming conventions, and integration consistency - including building a UI layer on top of our code-only mesh exporter.
  • Mentored an intern 3D Artist during the Rail Racing project, supporting their growth in workflows and asset creation. 

Avalanche Studios

Nov 2010 - May 2011

3D Artist (intern)

Worked as an Environment Artist intern on Renegade Ops, creating world assets across the full 3D pipeline and supporting both base game and DLC content during production.

  • Collaborated with the Environment Art team to create assets from blockout to final in-game models, ensuring consistency with Renegade Ops' stylized visual direction.
  • Took ownership of multiple environment assets and props, delivering optimized models and textures suitable for PC, PS3, and Xbox 360 performance budgets.
  • Contributed to additional content for the Coldstrike Campaign DLC, supporting rapid production needs toward the end of the project.
  • Integrated assets into Avalanche's proprietary game engine Apex, following team standards for setup, naming, and workflow consistency.

Education

Starting my career as an artist, my studies immersed me in the very same tools and workflows I now build for others - forming the foundation of my user-centered approach to Technical Art and game development.

PlaygroundSquad

Oct 2009 - May 2011

Advanced Higher Vocational Education Diploma - Game Development & 3D Graphics

Studied 3D graphics and game development with a full production-pipeline focus, working in multi-disciplinary teams of Artists, Designers and Programmers to build complete game projects in just a few weeks.

  • Learned core 3D art disciplines including environment modeling, animation, mocap workflows, texturing, and game-ready asset production.
  • Built three complete game projects in small teams, including one award-winning title (Gamer's Choice, Swedish Game Awards 2010).
  • Gained hands-on experience with Maya, Mudbox, Photoshop, game engines, and agile production processes.
  • Participated in Global Game Jam 2010 and 2011, and supported PlaygroundSquad's booth at GAMEX (now Comic Con Stockholm).

Uppsala University

Sept 2008 - May 2009

37,5 ECTS - Game Development & IT

Completed courses in game development and foundational computer-security concepts while studying at Uppsala University: Campus Gotland (formerly Högskolan på Gotland).

  • Studied level design fundamentals (15 ECTS), covering blockouts, pacing, player guidance, and design iteration.
  • Completed 3D modeling and ZBrush coursework (15 ECTS), focusing on organic sculpting, topology, and asset creation workflows.
  • Took an introductory course in IT security (7.5 ECTS), covering security principles, threat models, and basic defensive practises.

Mid Sweden University

Sept 2005 - 2019

145 ECTS - Web Design

Studied Front-end development and graphic design with a focus on web technologies, programming, and visual communication.

  • Learned core web technologies including HTML, CSS, JavaScript, PHP, MySQL, Flash, DHTML, XML, XLST, and Content Management Systems like Joomla and Drupal.
  • Studied graphic design foundations such as pixel and vector graphics, digital print, typography, and layout principles.
  • Gained early experience combining programming with visual design, forming the basis for later work in game tooling, UI, and Technical Art workflows.