Halløj!
I'm Magnus, a dane living just north of Copenhagen in Denmark.
I'm an agile UI Artist that thrive in diverse work from 2D to 3D art and video VFX/editing.
When I am not creating stuff I relax with gaming or cooking, but most of all I recharge my power level with outdoor activities. Both hiking, sailing and bushcraft.
I worked on the app game SpotRacers, a semi-casual car-collecting and racing game. I had the pleasure of working on a very wide range of different creative tasks in a very small and talented team.
I was in charge of all the UI art, working closely back and forth with our game designer and frontend developer.
Next to that I created and implemented new cars and accessories from scratch, working closely with our 3D Artist.
I also created all of our crisp images for SoMe and wrote up-beat texts to go along with them.
Furthermore I worked on the storyboarding and editing of our hero trailer (which I also acted in 😆) and I have also edited our short ads and made our invester presentation look pretty damn slick!
All in all I did what I thrive the most with; diverse creative craftmaship.
I had the responsibility of updating the entire User Interface of the live-game KoGaMa. It is a platform where people can create their very own games, or play some of the 2.5 million games created by the other 22 million users.
Given the fact that 100% of all these games are user generated, the UI has to be extremely versatile and adapt to the created game´s goal(s), team(s) and obstacle(s).
I also helped with designing new features from scratch and appeared in our community videos from time to time.
I also directed, recorded and edited their trailer, which you can find in my portefolio.
I created a few 3D assets and was otherwise responsible for concept art made for the companies first game title. This was both hand-made sketches of vehicles and machines as well as promotional art with environment and characters.
I also helped to make workshops where the entire team was included, in order to inspire us to new ideas and make effective brainstorms about game play.
I was in charge of creating the User Interface for the game Aporia: Beyond The Valley. It is a story driven pizzle game. I was in charge of one other UI Artist, and we created the Menu, Map, Tutorials and HUD for the game, with great effort to make the UI look as appealing as the game itself.
The result was beautifully simple, elegant and functional.
I helped creating a demo for an PC game called Rapture. My main responsibility was to create all of the games 3D environment. I also took part in the concept art and worked very closely with our programmer.
I was responsible for creating all of the User Interface from scratch, along with it's animations for Hugo Games' upcoming casual mobile game.
It demanded a very soft and warm style. I made detailed animated mockups and implementation guides, all of which was very well received by the team.
I worked on the majority of the User Interface for the game Assassins Creed Identity. The game is released on tablets, Android and iOS. I designed about 85% of the ANIMUS©, so I guess that it would be fair to call me a templar x]
It was a great and educating experience to work for a company of this scale. It demanded tight deadlines, crystal clear presentations and frictionless handovers of the design to the developers.
I created the visual style for the graphics on a kids news-program “Ultra Nyt” a pioneer concept in Denmark. The program is still being broadcasted on Danish national television. I also visualized the daily news for the storys in the daily production.