I do creative direction and concept design, mostly on things that move, interact and function.
At the moment I’m focused on world building and realtime/interactive graphics on any device that allows it, but I’ll keep working with motion graphics, software design, film, documentaries, artsy installation stuff, title sequences, commercials and music production as long as I have hands.
When I’m not engaged in software startups or long term assignments I do various projects as Potemkin, my freelance-based creative studio. I’m also co-founder and creative director at newborn digital collab Most Formal.
Special Mention, Capalbio Cinema Int. Short Film Festival 2013
Best short documentary, the Silver Cub Award, IDFA, Amsterdam, 2008.
Special Mention, the Generation 14plus Section, Berlinale 2009.
Best Short doc. the STHLM.DOC Award, Tempo Doc. Festival,Stockholm 2009.
Best Short Animation Film Award, Cinequest Film Festival in San Jose, California, 2009.
Special Mention, IT’S ALL TRUE–International Documentary Film Festival, Brasil, 2009.
Best Short Documentary Award, DOXA Doc. Film Festival, Vancouver, Canada, 2009.
The Annecy Cristal for Best Short Animation and the Unicef Award at The Annecy International Animation Film Festival, June 2009.
Best Animated Short, World Wide Short Film Fest, Toronto, Canada, June 2009
Best Documentary Short Film, Melbourne International Film Festival, August 2009.
Best Short for Youth, Golden Kite Award, Int.Film Festival for Children&Youth, Buenos Aires, Sept. 2009.
Best Film and Best Photography, Capalbio Int. Short Film Festival, Italy, Oct. 2009.
First Doc. Prize, Curtocircuito Santiago de Compostela Short Film Festival, Spain Oct. 2009.
Best film animation-program Panorama, FiFF Femina Int. Film Festival, Norway 2009.
Best International Animation Short at Leeds International Film Festival, UK, 2009.
Best Animation at River Film Festival in Padova, Italy, 2009.
Honorable Mention Short Documentary, Nashville Film Festival, USA, 2009
Best Short Film Award, Birds Eye View Film Festival, London UK, 2010.
Best film and the Public Award, Curt.doc Doc. Festival, Girona region/Catalonia, 2010.
Award UNAFF/Stanford Video for Editing, United Nations Association Film Festival 2010.
Best Short film, Kolla! 2011, Swedish design award, Moving Image section
MOST FORMAL : 2015-?
DOING : Concept development, creative direction and design
Most Formal is a collaboration formed around designing and producing interactive and gamified experiences as well as motion graphics in WebGL and WebAudio for the web, gadgets and VR. It’s also not bad to get to play with shiny gadgets and technology.
GOO CREATE : 2013-2015
WEBGL 3D GAME/GRAPHICS ENGINE & CREATION TOOL
DOING : Product, feature, UI R&D and design, showcase concepts and US-focused evangelism
When politely asked, I happily joined the team developing Goo Create as to me, a motion graphics and games person, WebGL and HTML5 is ridiculously fun and presents an awesome vision of what the web can be. I took lead in designing the UI and UX of the tool and also had time over to make a couple of commercial projects, games and VR thingies.
Oh and this also let me play a lot of video games for research which didn’t hurt. At all.
SHOTBOX : 2011-2014
STORYBOARD CREATION AND REVIEW TOOL
DOING : Brand, product, UI and UX design
When DOING pre-production on Sharaf (animated short film) we needed but couldn’t find any kind of online collab tool for working on concepts, mood boarding story dev, story boarding or just getting board prints that didn’t look like shit. So I designed my own and teamed up with Thomas (product dev) and Viktor (business dev), and got a very promising beta off the ground. Then we went broke. Well well, it’s the journey, not the destination, as they say.
POTEMKIN : 2008-2011
DOING : Even more creative direction, art direction and production design
A bit more focused (jk), I went back to freelancing but this time more collaborative and even more as a creative lead in several teams and productions.
DEGAUSS : 2006-2008
DOING : Direction, art direction and production design
Semi-permanent collaboration for two years mainly focused on producing motion graphics, animation and live action for TV channel graphics and commercials.
FREELANCE (POTEMKIN): 2002-2006
ME, MYSELF & SOMETIMES MY FRIEND JOHAN
DOING : Directing, art direction, production, illustration, music and much more
Basically a creative for hire, I directed and produced motion graphics based TV idents and commercials at the same time as I released dance music, remixed other artists and DJ’d quite frequently at some of Stockholm’s clubs. I really didn’t like having free time.
MAGNA MMORPG: 2001-2002
DOING : Concept-, character design and loads of game engine/tool R&D
So this game was supposed to be a big MMORPG and we were commissioned by new and hopeful studio Ducere to concept and realise the universe, the basic mechanics and the look of the whole shebang. We came up with a really nice world based on islands of ice popping up as more players joined the game, and having the players learn and cooperate to survive and control the environment. Oh and we also had this awesome setup with gene-pools so you could breed wierd animals through data-mating! I promise I’ll attach some designs and shots if I ever get my hands on them.
COMMANDO S.M.A: 1998-2000
BROADCAST AND DIGITAL COMMUNICATION
DOING : Concept development, art direction and production
As Commando Royale got bought up, renamed and refocused on corporate-style “new media”, it also made sure every talented person on the staff left pretty quickly. I was mainly engaged in developing visual brand identities and strategies for media companies, TV channels and tv shows. I’ll just keep pretending this never happened. Lessons learnt: Don’t sell out.
COMMANDO ROYALE: 1995-1998
3D GRAPHICS AND VFX
DOING : Illustration, design , animation and art direction
This is where it all began. I starting off by lying to some people looking for a talent, stating of course I knew how to produce in 3D. No matter how many Alias5 software manuals I read in my sleep, I was found out DIRECTLY and from then I was sleeping under a desk most of the remaining time, waking up every hour to check that a render hadn’t crashed. Life was good. I had a pillow. Well anyway we were the first creative 3D studios in Sweden which is kinda cool.