Category Archives: Junebud/MilMo

Nordic Game Conference 2015

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Nordic Game Conference of 2015 is over. I had a blast! It was very nice to get the opportunity be part of the Art Contest hosted by Wacom and Epson. I did my best to make sure everything was running smoothly, writing the rules, designing a poster, convincing artists to try out the Wacom gear in the booth and counting the votes on Friday. The people from Wacom were nice, and I got two students helping out as well. We printed the participant’s art and posted it on the wall by the coffee table, where conference attendees were invited to vote on their favorite piece on Instagram or Twitter. The winner, Jerina Kivistö, got handed a brand new Intous PRO M on stage during the wrap-up of the conference on Friday. Her interpretation of the theme “Blueshift” was a worthy winner, but I’m really happy I didn’t have to pick a winner since there were so many talented artists joining this. I’m glad the crowd on social media got to decide, haha!

NGC always makes me feel like the Nordic games industry is one big family, and it’s really one of the high lights of the year to me. When everything is over I’m totally exhausted and overwhelmed by new ideas and inspiration, while at the same time I’m just super excited about what I’ve learned and all the people I met. This was my 7th time, and it’s starting to feel more and more like a class reunion each year. It’s the yearly opportunity to meet everyone you only speak to by email or on Twitter, to catch up and get drunk together, comparing war stories and meet new folks. This year I really felt like a n00b in so many ways. When you talk to people like Vic Bassey (editor of the Indie page The Square, top image), Laura Bularca (producer at Gothia Science Park and the person who snapped the photo of med and Vic) or listen to Brie Code (3rd image from the top) talk about how to assemble a kick-ass team, you just realize just how little you actually know. How it is even possible that learning new stuff makes you feel even more like >THIS<? Huge thanks to Jacob, Marie and all the others at Nordic Game for making this possible each year < 3

Speaking of art, Margel posted this very cute drawing of me, Ola and Ivan. It’s us from back in the days when we worked at Junebud together. The best part is that it does really look like Ivan’s haircut in real life ; D

Lecture At The Game Assembly School


Hello there selfie! I snapped a photo of my oh so serious outfit today, before giving a lecture at The Game Assembly school here in Malmö. I was invited to share my humble knowledge about how to work with metrics guided game development. The event lasted for about one hour, and I had prepared a slideshow with different case studies where we used data to help make successful decisions about the development of MilMo (the MMO made by Junebud, where I worked a few years ago). I talked a bit about the metrics system at Paradox that I helped put in place, and answered some questions from the students. It was so nice to meet with both the students and the teachers, very inspiring! The slideshow I showed contained a lot of images from MilMo, and I got a bit nostalgic. Working with MilMo was my first “real” employment in the industry, and I got to know so many interesting and awesome people. It was a shame really that the game never got as big as it deserved to be, but I’m super happy that it’s still around for the players who really loved it! Maybe it still have a shot at becoming something more? I will always hope so!


monopoly_milmo_by_1100ross-d5jfnhaGoogling for images of MilMo to fill my presentation with I stumbled across these lovely fan-made collages of images from MilMo. The first one is a deck of cards, the other one the MilMo version of monopoly. How cute! Creativity like this always makes me smile! The creator of these are a gut who calls himself 1100Ross.

I haven’t drawn that much this week, mostly went shopping for new furniture to the apartment, hunting for a new job and hanging out with friends. Tomorrow I’ll be traveling by train to Stockholm to meet up with my friend C who has just returned from 1,5 years abroad in Japan and Australia! She now works as a programmer in Stockholm, and we’re gonna spend the weekend together just relaxing and having fun. She is a wonderful person, one of my closest and best friends. We get to know each other six years ago in Skövde, and since the first time we spoke I knew I had found a person I wanted to hang out with and experience adventures together with <3 I’ll end this blog post by showing something I made this week. It’s a perspective drawing. Not too cool or fancy, but I. AM. MAKING. PROGRESS. I still struggle a lot, but I seem to understand how to use a grid and the concepts of vanishing points. But yeah, it looks like poop : D



Do You Want To Hire Me?


So once again I’m looking for a new gig. I’m sad to announce that the awesome crew at Tarsier Studios were unable to offer me any more work after my contract ended last week. Yeah, it sucks. I feel sad about it, but at least I had five nice months there before my time at the studio was over. If you know anyone looking for an associate producer or a community manager, be sure to send them my CV, or send me an email to I figured I wanted to write something about myself here, just to get my thoughts out of my head, and to maybe give you a short presentation of who I am and what I’ve done. This blog usually focuses on my art hobby, so here’s something about what I actually do for a living! So here’s a few lines bout me, nothing planned or too fancy.

To start things off, I feel like I learned plenty, that my XP and skill tree is now bigger than ever, and hopefully that will show in my work from here on. At Tarsier I got a good insight in what it’s like to work closely with a big producer like Sony, and also I was part of developing secret stuff from scratch. It feels valuable to have been able to broaden my horizons over the past years, working for three different studios. Before I got paid to do games I went to game development University in Sweden, Skövde. I got a bachelor’s degree in game design, and during my time there I completed several game projects and worked as an QA intern at small game companies. My time at Uni was totally badass and I just got blown away by all the talented students and bubbling creativity!


My first (paid)job in the game industry was at at a start-up named Junebud, working my ass off to get things of the ground, learning everything the hard way. The thrill and excitement to take something from early idea to a launched game! We put together an MMO named MilMo, and I’m still very proud to have it on my CV, to have built a helping and friendly community for a free to play game (!).  I have been employed at Sweden’s biggest publisher of games; Paradox, where I was part of a new in-house studio developing a Magicka MOBA: Wizard Wars. I worked with setting up the company-wide data telemetry system and lay the foundations for metrics guided game design over there. Working at Paradox in Stockholm was great, but eventually I decided to move back to Malmö in Sweden because I never truly felt Stockholm was the city for me. Hard choices, but sometimes you gotta follow your heart.


After my time at Paradox I got hired by Tarsier. Looking back at my time at Tarsier, I’m happy to have the experience of working with mega publishers and also develop something small and unique inside a mid-sized game company. During my time in the industry so far I’ve mainly worked with community management, setting up events in-game, hosting competitions, writing blog posts and helped players, but I’ve also worked with game data and as an associate producer. At my time at Junebud I concluded reports about revenue, retention and looked to the telemetry to find pesky bugs and ways to improve the mmo MilMo. Collecting data about your users and using it to help make business and design decisions bout the game was kinda new back then, and at Junebud we tried to embrace this opportunity. Since math is not my strongest skill I’ve used the insights hands on community management has given me, to combine it with data, to do game analytics.


I’ve noticed that I thrive and deliver the best results when I get to work with people or the user experience at heart. Sometimes as a bridge between users and developers, like in the case of MilMo, and sometimes I have been providing structure to a team of skilled developers, like I did at Tarsier. I like to keep track of tasks, do planning and make sure things get done on time.

I can honestly say that my morals and production rate goes downhill if you lock me up in a closet and only let me do number crushing. I’m a bit of an extrovert, and I really need a brain storm session now and then, or a casual meeting to help my ideas reach its full potential. I try to be very respectful and want to make sure all members of my team feel that they contribute, that their input is valuable, and I try to include everyone on their own terms. I’ve learned that the development team almost always has what it takes, but sometimes you just need to inspire them or gently push them in the right direction. I’ve more than once gone out of my way to arrange company parties or beer nights. I think that what keeps me in the games industry is the awesome people you meet and get to know. Together you craft things that capture other people’s imagination. Sharing your knowledge is a big passion for me, so when game development schools ask me to come and give a lecture about game design or community management I’m never late to book some train tickets and put together a power point presentation.

I’m not sure where I will go from here, what my next adventure will be, but I’m sure I will be OK. Today is also exactly four years since I moved to Malmö for my first job in the industry, at Junebud as an intern, doing my exam project about viral marketing and community management. When I look back I realize I’ve come a long way, and that I have been lucky enough for some key persons to believe in me and give me a chance to prove myself. I’m thankful for that.

Onward, to new adventures!

Hardcore / Casual

After reading some posts about different kind of games and different ways to play games, I remembered I actually wrote a piece on that subject in 2010. I’ve grown a bit tired of people accusing some gamers for not being “real games”, or some games (mostly played by girls) no to be “real games”. The original blog post can found here [link], on MilMo’s dev blog. Below, my thoughts on casual/hardcore gamers back when I worked with the game MilMo:

Some of you might know me as the community manager at Junebud. That means I also work on the event design team. I play a big part in arranging events that take place inside the game, like the Halloween 2010 event. Each month will bring you a mix of screen shot/art contests and new in-game events, offering some kind of item or ability as a reward. These rewards are unique, so each event is a great opportunity to collect rare and special stuff. The Haunted Stone you can get this month is really cool, since it lets you summon a bunch of small, eerie ghosts!

An event should be easy to understand and fun to take part in, but the deeper you dig, the harder it should become. Events often consist of several steps that have to be completed in order to move on to the next part, or to get the desired reward. The hard thing for me lies in designing a good difficulty curve. It’s not supposed to get too hard too fast, but then again, if it’s too easy some players will get bored (or frustrated) and ignore the event. On top of those things, MilMo is a game aimed mainly at a casual audience. That means the players usually get irritated if they have to grind for a certain thing for hours. So the question is, how do you make something that’s difficult enough? There’s no perfect answer here. Remember, you can’t please everyone or design something that’s going to fit every single player who plays your game.

The Haunted Stone

If you are a good designer you manage to make something the majority of your target audience will appreciate. Some hardcore gamers will accuse you for being a sell-out if you aim for the casual gamers out there. This is something that I find very interesting: casual vs hardcore game(er)s. In the past many “casual” games would lack the quality that made some of the hardcore games stand out. Nowadays you can find plenty of casual games with both good graphics and great gameplay that could easily get you hooked. A casual game is a game you don´t have to sink a lot of time into, before you start going anywhere – or least least stop sucking. Casual games are often played on a lunch break, or when you’ve got some extra time on your hands, or maybe at a party. These are games like The SimsSuper MarioSnakeBejeweledFarmvilleSolitaireFrontiervillePlants vs Zombies,Tetris etc.

Plants vs Zombies by Popcap Games

 Wikipedia defines a ‘casual game’ as, “A casual game is a video game or online game targeted at or used by a mass audience of casual gamers. Casual games can have any type of gameplay, and fit in any genre. They are typically distinguished by their simple rules and lack of commitment required in contrast to more complex hardcore games.[1] They require no long-term time commitment or special skills to play, and there are comparatively low production and distribution costs for the producer.” But this is just another one definition of ‘casual games’. There are many others, I recommend you look some up.

Let’s take a look at Farmville. It´s a game with over 62 million monthly active users. That would be like every single person in the United Kingdom played Farmville at least once every month. No mater what city you went to, every person you met would know about Farmville! That’s crazy! So let’s say Farmville is a casual game. It’s easy to access, you play it online, it’s targeted at a big audience, it’s fairly easy to start planting your crops. You can log on for a few minutes and play, and the original game itself was developed in five weeks by a small team, according to Zynga.

Creativity in Farmville

When we look back at the early days of video game advertisement, the game companies usually targeted families, and games were (and sometimes still are) considered an activity for the whole family. Advertisement has become more complex over time, with so many different games and target audiences, and sub-target-audiences. Games today are aimed at children, families, teenagers, adults, hardcore, casual, girls, boys, FPS gamers who only like space marines, etc. You name it, they made it! What’s more, you can play a hardcore game like Starcraft casually. And the same person could be a heavy player of Farmville, like level 90. There really is no clear line between hardcore and casual, it depends more on the style of the player.

But what do casual gamers think of hardcore gamers? And how are you greeted in the company of hardcore gamers if you are a Farmville or Habbo player? From what I learned in my three years at a computer development University in Sweden, many hardcore gamers tend to look down at casual gamers, and consider them a “lower form” of player.

The explanation for this could be found in what Wikipedia said about casual games; “They are typically distinguished by their simple rules and lack of commitment required in contrast to more complex hardcore games. They require no long-term time commitment or special skills to play (…)”. If you are a hardcore gamers and play video games several hours a day, guard your rank within a special game, practice your skills and are very competitive, it’s no wonder you can’t take a person who plays Plants vs Zombies a few hours a week seriously. But this elitism is a bit strange to me. For instance, since when do professional athletes look down on someone who only goes to the gym once or twice a week? None of the athletes I know act that way.

Here at Junebud we welcome both hardcore and casual players. MilMo is the perfect game for playing a few hours a week when you have some extra time, or you can go all out and grind it in order to get all the awesome medals and weapons!

The Epic Sword

Well, these are some of the things I think about when I design events. I hope you’ll like the Halloween 2010 event!

Learning To Draw: Post #20

Hi guys, gonna make this as quick as possible. Sine yesterday I’m home from work. My right eye is totally fucked up right now, and after Monday’s visit to the doctor he told me I need to rest my eyes from reading text on a screen. So I limited my computer use to 1 hour/day until this problem is fixed. Short story: the muscles making sure my right eye is able to focus on stuf are failing. Got new glasses this winter, but for some reason the glasses are not helping anymore and I get a really nasty headache and dizziness after just a few minutes reading text or focusing on small details. Time to stop writing, time is ticking away. This batch of stuff marks 6 months since I started my “Learning To Draw”-project, and my 20th posts about this small adventure. Cake for me, drawings for you:


Collage of all the stuff I made for this so far. K-k-keep on pushing!


Haha I’m pretty sure you are getting tired of my sentences starting with “on the train to…”, but the thing is that I ride a lot of trains these days. In fact I spend something like 20 hours on trains/buses/boats ever 14th day. That is equal to two trips to Egypt from Stockholm, there and back again. Gotta make sure I do something nice with those hours, right? This is made with a red pencil I found in Malmö. Drawing quick, cartoony stuff on the train since it’s difficult to make straight lines or small detail when stuff is rocking from side to side. I want o practice more on making sure standing characters get proper feet and wight in their hip-area.


Experimenting with my red pencil, mixing it with my ordinary one. I like to draw scary stuff sometimes.


After reading Andrew Loomis’s book “Drawing the head and hands” I finally managed to understand the hand is actually a small bowl. How come I have never noticed this before. I now try to measure the proportions of the hand.


Skull and face.


First thing I drew after almost a week without drawing or painting. Trying to create faces and heads using another style than the one I usually go for. Experimenting is fun and something one should do a lot.


Muscles and pose study from a photograph, 1 hour.


Front view study of muscles, 1 hour. Photo ref found on the awesome site “Figure and Gesture Drawing” [link]. They got tons of photos of both humans and animals, chek it out! Thanks to Mary-Q for the tip!

So I guess I can’t really draw anything digitally on my computer before I eliminate this eye-problem. Until that I’m gonna see if it’s even possible to draw the old school way, or if that will bring back the headache and pains. I’m sure it will all be OK, just gotta wait for that next visit to the doctor. I was reading my friend Karrey’s blog the other week, and found this: “Doesn’t matter how slow you go, as long as you don’t stop” it was much easier for me to stay peaceful in difficult times of creating and lack of free time to draw. I figured it’s important to learn to stay proud about my progress no matter how slow I am some days or if something turns out like shit constantly for weeks. It’s crucial to fail to succeed!”

This really got to me. I might need to take a brake from the stuff I love, drawing and work, but as long as I just don’t lie down on the bed and feel sorry for myself I think I will manage to bounce back. Karrey is a super skilled comic artist/animator and inspiring person! She was part of the Junebud Crew back in the days. You can check out her blog [here].


Image by Karrey. Some of her characteristic doodles!


Previous posts about my “Learning To Draw” project: 191817161514131211,10987654321

DeviantArt gallery featuring most of the stuff I made so far: [click here]

World of The Dead

IMG_2559Since Junebud (the previous game company I worked for) has been dead for more than 6 months now, I feel like I can share this with you. Junebud delivered two games; MilMo and Tuff Tanks between 2009-2012. MilMo was a fun, colorful, friendly experience. Tuff Tanks was a bit more edgy, with some attitude, but still very light and suited for a younger casual audience. Today MilMo is still up and running, but Tuff Tanks (that’s owned by Aeria Games) I believe is removed from the app store by now. However, there were a third game that never really made it into the public space. A prototype, a last shot, that we poured all the energy and time we had left when we understood things might get tight. It was a zombie mmo called “World of The Dead”. We even got so far we had a working prototype up and running, cross platform. It was possible to play it on a PC together with someone playing on a tablet, at the same time, which is kinda cool!

IMG_2561The game was set in a dark, violent post-apocalyptic version of modern day USA. I think this was almost as far from MilMo as we could possibly go in many ways. A lot of the developers at Junebud had a background in creating heavy war games, and some of them just wanted to get away from that, creating MilMo. So I guess you need variation even when creating stuff? It can’t always be just shiny happy or dark gritty. Not for me anyways.


photoWhen Junebud went bankrupt, the IP to World of the Dead got no buyer, and I’we spoken to some of the old crew members, so I’m happy to show you what we did work on for the last couple of months. I know the world of game development sometimes is a hard place, full of broken dreams and crashed hopes. For every game that makes it to the app store or becomes an even modest selling hit, there are thousands of failed projects, games that lost founders or teams that just couldn’t finish their projects. At least I can now share with you the very last thing we poured all our tears, blood and midnight oil into. Enjoy!



Game Developer Events!


The only photo from GDC -10 I managed to find. Or I think it’s taken on the same day GDC Europe ended and Gamescom began. Many devs choose to visit them both when in Köln since they are held the same week.

The MilMo devblog (MilMo is a game developed by Junebud, today owned by Dohi Entertainment), is still up! The blog features a lot of photos taken at conventions and events like Game Developer’s Conference, Nordic Game Conference and Casual Connect when I worked at Junebud. Since I don’t know if the blog will be up forever I decided to download some of the photos (I hope it’s OK since I’m the one both in front of the camera and owning the original pictures to some extent). I put together some collages of photos for the fun of it, remembering good times!


Nordic Game Conference -12 with friends at the Nordic Game party in Malmö, Sweden. Awesome times! I danced so much this night I woke up with a sore neck…


Swedish Game Conference: Satellite South in Malmö 2012. This is the game writer behind “Amnesia -the Dark Descendant” at the end of his lecture about storytelling. I gave a presentation about game metrics which was very appreciated.

As a community manager and someone with an interest in people I enjoyed the privilege of visit all these super nice events during my time working with MilMo. Me and the CEO of Junebud, Ola Holmdahl, promoted Junebud’s games, made business and attended inspiring lectures, taking careful notes and bringing back the info to the company, sharing it with the crew. After each event we put together all our material and organized internal conferences back at the office; JuneCons! A lot of the business partners Junebud worked with were people and companies we got to know at professional gatherings like NGC or CC. Prior to this I attended NGC two times as a volunteer, helping out and organizing stuff.


Nordic Game Conference in Malmö 2011. The photo in the upper left corner is a photo from the official page of Nordic Game :)


Casual Connect in Hamburg 2011.


Gamescom in Köln 2011. Super cool event!


Casual Connect 2012 in Köln.

Avalanche’s Game Beer


Game developer beer at the bar Imperiet, Stockholm yesterday!


Guess what all Paradox employees got as a Christmas gift this year? Hint: they are touch screen compatible…

Since I decided to ditch Facebook (as for now), almost two weeks ago, I’m not really up to date with all the events going on. So I almost missed out on this month’s game developer beer at Imperiet, in Stockholm. It’s like this tradition. Every month or so, a game studio near Stockholm hosts a get-together and everyone gets one or two free drinks. The first time I joined, it was Rovio who hosted the party, and the time after that it was who served the drinks. The created on Facebook and it’s almost 900 people replying to each event. In the end it’s usually something like 400-500 devs in the same bar, so you can imagine it gets pretty crowded…This time it was Avalanche (makes of Just Cause), who paid the bills.

I had a very fun night, met some new and old friends, and a woman even asked me if I’m Sara Casén. She was a student, now looking for a job within the industry, and recognized me from Facebook. We spoke for a while and she was really nice. This is kinda crazy, because at both Rovio’s and King’s parties the same thing happened several times. People I don’t know show up and ask me a lot of stuff. A random guy even asked me if I’m Sara Casén, and when I answered yes, he said it was nice to meet, that he used my name to test how their data base handles “é”. I find this a bit strange and fascinating. I don’t mind talking to nice people I don’t know, it just amazes me how small the game dev industry in Sweden really is (~ 1 500 according to the numbers from 2011). I’m an admin of a Facebook group called  the “Game Developer Ambulance”, and I guess that’s why people recognize my face. The group is dedicated to help people find new jobs in the industry. That group’s got over 1 500 members by now…

Anyways, I guess it’s easy to be remembered when I set myself apart from the crowd a bit by being a woman and speaking with a Finnish accent, here at the Stockholm game dev scene…But It’s just a bit weird since I haven’t really done anything remarkable that could make me famous or something like that. Speaking of meeting people, I had the pleasure to meet with Kata, a former member of the Junebud Crew. It was so nice to talk to her, and she seemed very happy with her new job at Rovio. A lot of the Junebud Crew have moved on to new adventures at Massive, King, Abovee, Frictional Games, Tarsier, HelloThere and some of them even moved to Dubai to work for Riva Digital. Others decided to study or are still looking for a job. I’m very happy that people seem to have landed on their feet and bounced back.

My time at Junebud will always be special to me. I joined a fresh start-up, it was my first job in the industry and I learned so much from working there. I gave absolutely everything I had to make it work. We all did. People put in so much time, dedication and money. We worked late nights, patched chaotic releases, had many great Friday beers. I moved away from my home at the time, risked a new relationship, to settle down in an unfamiliar city, ready to tackle all the problems and make MilMo a big success as a community manager.

I think this nostalgia might get it’s own post later on, but I can say for sure, there was nothing I didn’t do for Junebud, so when the company finally went bankrupt I knew it was over. I knew there was nothing more I could possibly have done. I think everyone at the team did everything they could. You can say that company died fighting. And even if Junebud is not around anymore MilMo is still up, and that is great!

I’m happy to work for Paradox now, and I know the industry is full of similar stories. Teams of talented individuals risk it all to follow their dreams, and most of them will fail. Most even die within a year or so, while few survive for some time, and a few rare ones make it to the top. That’s life.

Paradox Studios: Three Months Later


Stockholm as seen from the 24th floor, where Paradox North got it’s office. It’s early morning and ice-cold winter. You can see the “warm” sea water generating a soft gentle mist, rolling over the shores in the distance.

It’s been roughly three months since I packed my bags and moved from Malmö to Stockholm, to start my new job as a data analyst and community manager at Paradox North. So far I’ve been working with two unannounced projects and three other projects that’s already live; Salem-the crafting mmo, Magicka and some stuff for the coming brawler The Showdown Effect.


It’s got to be one of the best jobs ever, getting paid to have a snow fight dressed as wizards from Magicka!

Stockholm may be a cold city, and I get tired of unfriendly strangers pushing me around on the metro, but the Paradox Studio is a great place to work! Short story to clear up some confusion: Paradox is Sweden’s biggest game publisher. Incorporated in the studio are:

1. Paradox Interactive is the publishing part of Paradox. They work together with skilled teams of game developers to publish new titles. They published games like Magicka and Mount & Blade.

2. Paradox Development Studio, that create their own classic hardcore strategy games in-house, such as Europa Universalis, Crusader Kings and Hearts of Iron.

3. Paradox North is my base. It’s a fairly new studio based in the same office as development studio and interactive. We are up to something very exciting, but I can’t really tell you any details at the moment.

4. Paradox South is the name of a content creating art studio based in Skövde (the same place where I studied game development during my time at university).

Paradox is growing like mad at the moment. A few years ago they were just about 30 people, and today we are something like 80+ employees, it’s amazing! The company pays my gym-card and provides me with a stand up desk as well. I really wish more video game  companies would display such an interest to help the staff maintain a healthy lifestyle.

I’ve learned so much since I started working at Paradox. My closest boss John H is damn smart and has a way of asking me to explain exactly what I’m doing. This way I find obvious flaws in my way of thinking and solving problems. He is the studio manager of North and his partner in crime is David N. David is an experienced industry veteran that always adds positive energy to the team! I feel so humbled to be part of the team, learning new things each day! All in all PN is something like 15-20 people, and we are still searching for more talent if you know any skilled programmers [jobs here].

The reason I don’t talk that much about what I’m actually doing all day at Paradox is that I find it very very sensitive. I work mostly with user created data and how to improve the games based on data that we track and analyze. It’s like game design reverse engineering. I might measure the steps in a mandatory tutorial for a game, trying to find out where players struggle to move forward, or how many players that ever return after starting the game for the very first time. I work both with our own data system and Steam. I believe it’s important that the players know the data we track is made anonymous and treated with respect. The end goal is always to make the game a better experience, to find hidden bugs and help developers understand how people use their game.


At Paradox not only the wizards have board game nights, a lot of the employees do too! Photo from Magicka’s official FB-page.

Apart from this I do some community management like posting photos and events on Facebook, manage twitters and organize multiplayer events. My job at Paradox is a more advanced version of many of the things I did at Junebud. The main difference so far is that I work much more on the technical side, closely with the backend and database programmers. Right now I’m learning how to construct SQL-queries and how data packages should be organized, how to filter data and how to think when working with big quantities of data (we are talking millions of millions of text strings here). I’m grateful I got very friendly and smart people that are willing to answer my 10 000 dumb questions all the time <3

I’m happy to work at Paradox, but I really wish Paradox could open an office in Malmö since I love that town. There was a gang rape near where I live in Stockholm, in this small suburb, so I don’t do those midnight walks anymore :/ It’s a bit disturbing to think somewhere in these hoods there are five rapists hiding, hoping they won’t get discovered.

Related posts: Five Weeks Later