It’s what pushes me to explore new technologies and creative approaches, always looking for something that surprises or entertains. This restlessness means I’ve picked up skills across a wide range of areas, from interactive installations to oil painting. But while I move quickly and dive into many different things, I never let that impact the quality of my work. For me, the challenge is to keep things engaging without cutting corners, ensuring that every project is both exciting and meticulously crafted.
Because when the designer has fun, so does the user.
MA Design
2010 - 2015
Design
2013 - 2014
Creative director
Oct 2023 - Aug 2024
Creative director
Jan 2022 - Oct 2023
Motion designer
Sep 2019 - Jan 2022
Digital designer
Sep 2017 - Sep 2019
Exhibition designer
Oct 2015 - Sep 2017
Subjekt: Fra «Nerdrum-wannabe» til solodebut: - Respektløst å bare «fake» det
Kampanje: Kreativ leder i Try konkurrerer i nytt NRK-program: - Sier ja til alt
Kom24: En av disse blir årets foredragsholder
Kampanje: Try Apt lanserer Nintendo-spill: - Veien har vært lang og krevende
Kreativt Forum: Skriver norsk spillhistorie
Kampanje: Try Apt vant NM i Gameplay
Øyene: Lanserer en internasjonal attraksjon på Verdens Ende
Wired: An Obelisk That Oozes Paint, in Tune With a City's Social Feeds
Vice: Emotional Tweets Make This Sculpture Leak Colorful Paint
The Verge: Goo sculpture shows how happy or sad Oslo's internet users are
TRY: Den nye virkeligheten med "Mixed Reality"
Medium: Five types of design friction and why they’re awesome
Medium: Terror Squid: An Arcade game jam post-mortem
Medium: Camera Mapping a 360 Photo in C4D R20
ResearchGate: An Evaluation-Driven Design Process for Exhibitions
Masters thesis: Honest Mistakes: Exploring imperfections in digital design
I’ve spent a lot of time working with generative AI, particularly image and video models like Stable Diffusion. Beyond just using these tools, I’ve built interactive installations around them, exploring how AI can create new kinds of artistic and engaging experiences. Whether it’s crafting generative art or exploring how machine learning can enhance interactivity, I’m always looking to push the boundaries of what these models can do.
This is what I do best. I’ve worked on all aspects of interactive installations, from the initial idea to the final execution. I can even take care of everything myself if needed—just give me a wall or a screen, and I’ll create something interactive for your event. I enjoy making spaces where people can connect with the art on a more personal level.
I’ve been in charge of some big productions where I was responsible for tying together different creative elements—like graphics, sound, motion, and interaction—into one cohesive project. I enjoy finding ways to bring everything together into an experience that feels complete and is emotionally engaging from start to finish.
I’ve done a fair bit of public speaking, both in terms of giving inspiring talks and more technical, informational ones. I think a lot about design and have some strong opinions on the subject, which I enjoy sharing. I was even nominated for Speaker of the Year by ANFO, which was a nice recognition of that. For me, it’s about sparking a conversation and getting people to think about things differently.
For the last ten years, I’ve been developing concepts for major Norwegian brands, always trying to come up with something new that people haven’t seen before. My work covers a wide range, from coming up with fresh ideas for brands to concept art and even character design. I like the challenge of creating something unique and memorable, whether it’s for a commercial project or an artistic one.
With a background in one of Norway’s top motion design studios, I’m well-versed in both 3D visualization and 2D motion graphics. From abstract patterns to detailed 3D sculpting, I aim for work that’s impactful and visually compelling.
From full-fledged games to experimental prototypes, I’ve worked across many stages of game design. My design for the game TERROR SQUID won first prize at the 2019 Norwegian Gameplay Championships, and later received a commercial release. Designing games is a natural extension of my broader creative work, combining interaction, visuals, and narrative in a playful, often surprising way.
Procedural art is one of my more unique specialties. Using code and algorithms, I can generate complex visual patterns that would be impossible to achieve by hand. This approach not only creates a vast number of permutations but also opens up a whole new realm of visual possibilities. Some of Norway's largest brands have already integrated my procedural designs into their marketing.
TouchDesigner is my tool of choice for creating real-time visuals and interactive installations. It’s a visual programming platform that allows me to build things from scratch without needing to bring in a separate developer. Being good at TouchDesigner lets me take on complex projects and see them through from start to finish by myself, which is a big advantage. I also give introductory courses to the software.
Despite all the digital work I do, I haven't forgotten my analogue roots. I spend just as much time with a paint brush as I do at the computer. Sometimes I blend my physical art skills with digital media to create something new that bridges both worlds. I like mixing traditional art with modern technology to see what happens.