Tea lady / Amusement Engineer

Questions and answers.

- What did you do before 10 Chambers?

I spent a good while at Grin Stockholm (2007-2009), working on Bionic Commando, Terminator Salvation and the cancelled Final Fantasy project. Before that I did time at the Slovenian based studio Zootfly where I was an apprentice learning the dark arts of 3D modelling by the sinister adept master also known as Tom.

Late 2009 I packed my bags and moved to Brighton UK, where I helped make the environments for Split Second at the Disney studio Black Rock, living off of jacket potatoes and crumpets.

Before joining 10 Chambers 2015, I was part of the Overkill team and later Starbreeze (2011-2014), notably where I helped out with the original Payday game and made a substantial part of the Payday 2 environments, then went on to collaborate with Valve Software on two DLC's for Payday 2. Before the time at Overkill and Starbreeze I briefly worked at Avalanche.

- How did you end up at 10 Chambers?

After leaving Overkill/Starbreeze, Ulf Andersson and I started messing around with a couple of ideas in the Unity engine. This eventually got serious and thankfully mutated into a full-blown thing with a great team and amazing project.

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