As a game dev, Marie has had a lengthy career spanning some of the world's most famous studios and titles, while still being involved in esports on the side.
Eventually, her game development career brought her to make esports games, and so she went full circle. Today, she works in gamedev as an advisor and hosts workshops - check the Services page for more info
Owning and driving an unannounced mobile game for META Games
Worked remotely on an unannounced title for Ubisoft Stockholm
Lead Game Designer on live game competitive multiplayer game The Cycle
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
Worked at Capcom as Game Designer and Feature owner on an unreleased AAA title in the Dead Rising franchise
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.
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:
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:
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
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.