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AND THEN I SAID
AND MY FACE
CHAPTER ONE

I’m Magnus, born and raised in Stockholm, where long winters teach you to build your own light. My creative DNA comes from a mix of Swedish pragmatism and restless curiosity, always asking “what if” and then figuring out how to make it real.

I started in 3D and film, learning to craft worlds frame by frame. Then moved through art direction, games, and design software startups, each step teaching me different languages for the same core obsession: how do you make people feel something they didn’t expect?

The path kept pulling me deeper into interactive, digital, and experiential work. Not because technology is fascinating (though it is), but because that’s where stories become conversations. Where audiences become participants. Where you can build a world and then watch people discover it on their own terms.

Twenty-plus years in, I’ve worked across every medium that lets you shape experience: leading teams at EA, Riot Games, Google, Tencent, IBM, Mojang, and Spotify. Each project taught me something new about the delicate balance between intention and surprise, between guiding someone and letting them explore.

CHAPTER TWO

I love seeing patterns everywhere and connections that others might miss. It’s messy and obsessive and occasionally brilliant (as stated by other humans, not me, remember I’m a humble Swede and would never say that about myself). I’ve learned to work with it, not against it, rapid iterations, public failures, protective passion for the work that matters. I take projects personally because that’s the only way to make something that resonates personally with others.

I believe the best creative work happens in groups, where ideas collide and multiply. Where gut instincts meet hard-earned knowledge about what makes people lean in, click through, stay up late exploring something they stumbled into.

That’s what ORSAK VERKAN is built on: making worlds worth entering, with people who care as much as I do about getting it right.