As a game dev, Marie has had a lengthy career spanning some of the world’s most famous studios and titles:
Creative leader with long experience across both PC/Consoles and some mobile & VR
15+ years game dev experience, many in AAA with 5 shipped titles
Experience leading both design teams and cross-disciplinary implementation teams
Wide experience within gameplay and systems, deep knowledge in AI and 3Cs
Bachelor in Computer Science at Royal Institute of Technology, Stockholm
Then, as a consultant, Marie has experience working with:
Providing strategic advice for game studios, investors and esports orgs
Game analysis and evaluation for studios, funds and governments programs
Mentorship and coaching for incubator teams, devteams and creative directors
Holding workshops in game design for conferences, game studios, incubators and universities
Masterclass in Boss Fight Design for both studios and the public
Within this role, Marie also has numerous conference talks – check the ‘Speaker’ experience section for more information. She also uses her experience when hosting and interviewing onstage – check the ‘Hosting’ section for more info.
STUDIOS & ORGS
Marie has done work for, with or at:
ROLES
Game Advisor
Running her own consultancy where I help various companies within games with game vision & design
Game studios such as Supercell and Toca Boca
Funds such as Canadian Media Fund and Government of Cyprus
Incubators such as Sweden Game Arena and Startup Games Berlin
Esport orgs such at Team Liquid and Female Legends
Universities such as Inland Norway Uni of Applied Sciences and Macromedia Uni of Applied Sciences
Within this role, Marie has also ran her Masterclass in Bossfight Design and numerous talks at conferences – check the ‘Speaker’ experience section for more information.
Game Director (mobile)
Owning and driving an unannounced mobile game for META Games (later renamed Legendary Play)
Creative visionholder and full product ownership
Building and leading an implementation team
Strategic planning (budget, roadmap, hiring)
Partnerships with external parties helping development
Part of studio leadership
High level Game Design
Communication & design feedback with investors
Associate Game Director (AAA)
Worked remotely on an unannounced title for Ubisoft Stockholm
Owning and supervising the whole 3C & AI division
Reviewing division results (development) on a weekly basis and providing feedback and direction
Vision holder for 3C & AI gameplay
Collaborating with Game Director to set top gameplay vision
Collaborating and aligning with peer design vision holders (eg. UX, progression)
Planning and setting goals for future initiatives and milestones with Production
Collaborating with discipline directors (eg. art, programming) on resource allocation
Hiring Manager and supervisor for Lead Designers
Administrative tasks such as time reports, expense approval, yearly reviews, salaries etc
Lead Game Designer (AA)
Lead Game Designer on live game competitive multiplayer game The Cycle
Head of the Design Department, leading the craft and responsible for all its output
Long- and short term planning (e.g. milestones and backlog grooming)
Working together with Creative Director, setting and presenting vision
Organizing workshops, playtests and other designers learning and development needs
Setting internal creative process (workflows, approval processes, pitch jams etc)
Hiring manager for design positions
Support to the community (i.e. streams, roundtables, coaching tournament organizers)
Managing 9 designers ranging from combat to MTX to Narrative to UX
Performance reviews and regular coaching and mentoring
Reviewing and ensuring the quality of all designs and feature work
Leading by example; hands-on implementation, teaching and mentoring
Designs across the board where needed
Senior Game Designer & Product Owner (AAA)
Leading three major features on an unannounced online multiplayer game at Jagex
Reporting straight to and keeping Creative Director in the loop
Feature owner over all 3C (Camera, Controls, Character and movement), Progression and AI
Leading design and delegating to several other designers
Continuous coaching and feedback to junior and intermediate members of the design team
Leading cross-disciplinary feature team with animators, artists and programmers
Advisory in technical implementation
Market rating analysis in collaboration with Strategy team
Game Designer & Feature Owner (AAA)
Worked at Capcom as Game Designer and Feature owner on an unreleased AAA title in the Dead Rising franchise
Owned and designed all boss fights
Led creative sessions to ideate, include, involve and iterate on designs
Made polished high level designs intents and presented them for Directors
Coordinated and lead a cross-disciplinary feature team of 20 people
Implemented assets according to the design in engine (Unreal 4)
Invented some innovative AI features and tools working closely together with tech
Driving force in the central AI council putting together level design, tech and game design to make joint decisions, interfaces and guidelines
Technical Designer & Feature Owner (AA)
Worked at Funcom (later renamed to Nvizzio Creations) on theme park simulator game RollerCoaster Tycoon World – successor to RollerCoaster Tycoon 3. Owned everything AI (which is a lot in a simulation game). Set the AI vision architected the full simulation loop, implemented initial core systems such as pathfinding, decision making and the hive mind for staff. Had one programmer to delegate to.
Transitioned to pure Game Design during the development of RollerCoaster Tycoon World. Set a new vision for progression and drove the design and implementation, working closely to programmers, designers, level designers, producers and artists.
Also worked on Rokh, a futuristic survival game set on planet Mars. Designed various gameplay elements such as the debuff/buff system and hazards that plagued the planet.
Gameplay Programmer (AAA)
Worked at Eidos Montréal as Gameplay Programmer on Deus Ex: Mankind Divided DLC and game mode Breach. The mode was about hacking and escaping with data from stealth missions. I worked closely with designers, level designers, artists and animators to make awesome stuff, always coming with ideas and smart technical solutions to design problems. Main features included:
AI systems
Experience/Upgrade Systems
Weapons
Projects:
Deux Ex Mankind Divided: Breach (game mode)
Deus Ex Mankind Divided DLC #1
Associate Gameplay Programmer (AAA)
Worked as associate gameplay programmer on my first AAA: Batman Arkham Origins. C++ and UnrealScript programming. For PC and consoles, using Unreal 3+. Worked widely on almost all areas of the game, including:
AI
UI
3C (Camera, Control, Character animations/movement)
Core Combat Systems
Boss Fights (Killer Croc, Anarky)
Side missions
Experience/Upgrade Systems (Waynetech)
Dynamic Difficulty
Character interactions with the world
Achievements
Tutorials
Projects:
Batman Arkham Origins
Batman Arkham Origins DLC A Cold Cold Heart
Programming Intern (IT)
IBM was researching how to use Virtual Worlds such as Second Life, ActiveWorlds in a business context, inspired by the big MMORPG games at the time (i.e. World of Warcraft). We were working on the OG metaverse.
Learnt the tropes of UI & UX methodology by some of the best in the industry
Designed the UI & UX of a GM (Game Master) control panel used to conduct in-game meetings
Implementation through programming in Java
Game Expert (TV, Freelance)
I was starring as the Game Expert in the pre-season pilot and first season of Swedish tech TV show ‘MetroTeknik’. I was a member of the show’s production planning team, responsible for my part of it. Each week, I came up with different topics and new content such as graphics, video clips, interview questions for the game host, phone interviews and more. A couple episodes were about esports.
Also starred several times as Game Expert at Sweden’s largest morning TV show TV4 Nyhetsmorgon to talk about current game topics.
Game Reviewer (online magazine)
Was Game Reviewer for online game portal Nordic Gamers, testing, analyzing and writing articles and reviews about new game releases. Also represented them at Dreamhack and held competitions for visitors.