Nils Hansson Bjerke

Designer at Arrowhead Game Studios
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Contact Information
Location
Enköping, Uppsala County, Sweden, SE

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5.0

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Patrik Lasota

Nils is a diligent worker with a good sense for design. He had no troubles learning two new script languages and getting a feel for the game he was working on.

Tommy Norberg

I managed Nils during his time as a scripter at the Syndicate project. During this time he really proved himself to be a valuable colleague that could drive his own ideas and still be very open to feedback and production changes. He always strived for quality and he never slowed down even though he knew his employment would end at the same time as the project, I truly respect him for that and hope that I will get a chance to work with him again.

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Experience

    • Sweden
    • Computer Games
    • 1 - 100 Employee
    • Designer
      • May 2014 - Present

    • Sweden
    • Computer Games
    • 100 - 200 Employee
    • QA Tester
      • Jan 2014 - May 2014

      I worked as a QA tester on the game Wolfenstein: The New Order. My responsibilities was to test the game on Xbox One, Playstation 4 and PC as well as make smoke tests for builds sent to BSWQA (Bethesta Softworks QA). As part of Machinegames in-house QA I worked closely with the team to help with special tasks such as going through all the collision in the game (player, enemy, bullets and enemy vision) and give balance input on perks. As well as other types of more complex testing that needed a greater level of cooperation with the production team than the, out of country, BSWQA could offer.

    • Junior Designer and Scripter
      • Feb 2012 - Jun 2012

      For the majority of my employment I worked on an unannounced project which was an isometric, fast paced coop game. I worked with scripting levels (events, dialogues etc) and also did a lot of work on enemies in the form of both design and behavior scripting. This project was done in Bitsquid and Lua. I also helped to quickly design and finalize a much smaller DLC project that was done in XNA. For the majority of my employment I worked on an unannounced project which was an isometric, fast paced coop game. I worked with scripting levels (events, dialogues etc) and also did a lot of work on enemies in the form of both design and behavior scripting. This project was done in Bitsquid and Lua. I also helped to quickly design and finalize a much smaller DLC project that was done in XNA.

    • United States
    • Investment Management
    • Multiplayer scripter/gameplay designer
      • Jul 2011 - Dec 2011

      I was given the scripting responsibility for two of the co-op maps in Syndicate. I worked after directions on how each scenario should look but had great freedom to use my own ideas and judgment. Towards the end of the project I worked on fixing scripting bugs on the single player part of the game.

    • Multiplayer QA
      • Apr 2011 - Sep 2011

      I worked almost solely on the multiplayer part of the game Syndicate and my area of responsibility was stats, score and upgrades. This included functionality and balance tests of weapons and upgrades as well as making sure the player got the correct score and XP throughout the game. In addition to this there was of course the regular day to day testing of Syndicate multiplayer in general. Eventually I moved on to scripting.

    • Entertainment Providers
    • 1 - 100 Employee
    • Designer intern
      • Sep 2009 - May 2010

      I was an intern at Stillfront AB for 6 months. Stillfront is a company that makes browser games based on movie licenses. I have, among other things, worked with getting the games more accessible for new players, balancing tweaks, ideas for new content as well as working a lot with finding and reporting bugs in new features.The internship demanded of me to be creative, solve problems and produce results with very little resources. I was an intern at Stillfront AB for 6 months. Stillfront is a company that makes browser games based on movie licenses. I have, among other things, worked with getting the games more accessible for new players, balancing tweaks, ideas for new content as well as working a lot with finding and reporting bugs in new features.The internship demanded of me to be creative, solve problems and produce results with very little resources.

Education

  • Playground Squad
    2008 - 2010

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