Hi, My name is Eric.
I have 20 years experience of working in the gaming industry, specifically with games for children. I worked for 15 years as game programmer. The last decade I have worked as a UX designer, both in gaming and other commitments.
Here are some relevant work experience for the role at Lego 👇
Developer tools for game developers @ Mojang Studios (2022-2024)
I worked as UX designer in the team that created the tools that developers, artists and game designers use to build the Minecraft Game. I made lots of interviews and sat by developers desks to better understand their pain points and what could be a better way to perform a task. I let them try out prototypes to get insights to guide my design decisions. I implemented a lean way of working in the team and pushed our programmers to let game developers get their hands on the tools at an early stage, to get real world user data as well as enabling a joint collaborative evolution of the products we built. What made the job extra difficult was the fact that game development had been ongoing for many years in two different code bases with different approaches on every implemented feature. So whatever feature we built we had to make sure it fit the workflows of both code bases and their developers respectively. The most common bugs developers faced were parity bugs where the feature differed between codebases. By implementing one solution that could export to both codebases we could over time completely remove that category of bugs.
Writing and editorial tools @ newspaper Expressen (2015-2016)
I worked as design lead in a team of 20 that crafted tools for journalists and editors. The mission was to gradually replace seven disparate off-the-shelf tools with a custom tailored solution. With all my users conveniently available for me at the same floor I conducted extensive user interviews. I identified common pain points and iteratively designed solutions in tight collaboration with users. We made the initial release after just a couple of weeks that contained just a textfield and a publish button, used by only a few users who gave us constant feedback that helped us prioritize our backlog as well as improving the user experience. Over time we added more users and features.
Result: Users experienced heightened focus and productivity, significantly reducing fatigue associated with switching between multiple tools. An example of this was the task of adding an image to an article where we reduced 18 clicks, using three different softwares, into just one click.
From a business perspective, the "time to market" for news was drastically reduced, aided by the ability to publish articles across various consumer channels with a single click. As the software matured to meet a broader spectrum of user needs, it was progressively implemented across additional newsrooms, ultimately becoming the primary tool for all 2000 journalists and editors within Swedens leading news provider, Bonnier News Group.
On handling stakeholders, Bontouch/Swish (2018-2022)
I worked as a design lead for the Swish App (Swedens equivalent of Mobile Pay). In terms of stakeholders Swish is owned by six of Swedens largest banks and they also have six additional “member banks”. Swish don’t “own” their customers. The banks do. Each bank have their user, legal, security and business representative. With internal stakeholders and stakeholders at Swish we land at an impressive 50+ stakeholders with different competences and mandate.
I presented my design numerous times for different subsets of these stake holders. This gave me experience in explaining design in a way that people that usually don’t work near design could understand and make sense of. While this often played in my advance, it does not mean that I’m a stranger to cuts or even shutdown of features due to various reasons.
Working as a game programmer (1999-2015)
I know that making games is really hard, having worked as a game programmer for 15 years, implementing game logic, animation, user interfaces etc. But having an engineering background makes it easy for me to talk to developers as well as understanding the more technical parts, this helps design useful tools for them.
Working @ Toca Boca as a game smith (2011-2015)
Toca Boca makes open ended games for children. The games often have a sandbox gameplay where we tried to empower users with tool to be creative and explore freely. This reminds me a lot of playing with Lego. I took part in making nine apps for Toca Boca. One of them were Toca Town that developed in a team of four. The game later evolved into Toca Boca World that is today one of the most popular games among children.
In conclusion
I like being on the service side of things. Working to streamline other peoples workflows. I think this role sounds like l a lot of fun!
Here you can read more about how I like to work
Here you can have a look at my portfolio.
Hope to hear back from you /Eric