Hi, I'm Peter. I'm a creative director and strategist, concept maker, UX/UI designer, and a proud father of four kids.
What I do
I'm a creative and strategic swiss army knife. I'm primarily interested in reaching people with playful experiences.
I believe in play as an instrument for meaningful communication, experience and growth - both personal and businesswise.
I subscribe to this philosophy
A company must make money, but that's not what we think about and look forward to, when we get out of bed in the morning. We look forward to doing something meaningful, something that makes a difference, with people we care about.
We must strive to leave the people we reach, society and the environment, in a better condition than before we touched it. The same is true for our work in our companies.
Our work must make a positive difference for our customers, our audience. It must make a positive difference for society as a whole. Ideally it makes a positive difference for the global environment too.
Since 2000 I've helped built three game companies.
Besides my kids, that's the achievement I'm most proud of.
Biodome Games was founded with Tobias Thorsen in June 2017 on the ashes of Cape Copenhagen. Third time’s a charm, as you say.
In Biodome Games we’re trying hard to apply everything we learned from the past companies. The most significant difference being, that we focus 100% on developing our own games, while staying small and lean.
As of June 2019 we’ve released two games: Gold Train FRVR and Gold Digger FRVR, both collaborations with publisher FRVR Ltd.
Cape was founded as Space Time Foam in April 2008 with Tobias Thorsen. Later Brian Meidell joined as an equal partner.
Cape was for a couple of years the World’s leading ad game development studio in the kids games space. Literally millions of kids around the World played games developed by Cape, for clients, every day, for several consecutive years.
We went out of business with Cape in June 2017, just shy of our 10 year anniversary, following 18 months of unfortunate events, and years of non-optimal management choices.
While the company was alive, we produced around 65 games for domestic and international clients, as well as a handful of proprietary titles. Cape Copenhagen employed 42 people at the peak.
What makes me really proud of what we achieved, is when I meet families who has played the games we made, and have fond memories about it. And, when I meet former colleagues, and they tell me, they miss working at Cape.
Founded in 2000 with Tomas Landgreen Titoonic was the first 'real' company I was part of. Starting out with a vague idea of making "animation for the web", we more or less accidentally ended up doing Flash based web games.
Against all odds the company survived the .com fallout and shortly after, the aftermath of 9/11, a severe loss due to a client's bankruptcy.
Titoonic grew to a staff about 30 people at the peak. During the years I was with the company, it shipped more than 100 games. The majority of these Flash-based branding games for a wide range of international clients.
I left the company in April 2007 to form Space Time Foam, that went onto become Cape Copenhagen.
Titoonic went bankrupt in February 2008 in the wake of the financial crisis and a series of very unfortunate events.
Professionally I've somehow contributed to the making of something like 175 video games. Mostly smaller ad games for web (pre-iphone) and mobile (post-iphone).
During my years as a Creative Director at Titoonic, Cape Copenhagen and Biodome Games, I've been conceptualizing and to some extent designing and directing a rather huge number of video games.
Below is a small selection of the games made at Cape Copenhagen:
I've started and stopped new projects a million times, and sometimes I feel like my life consist of an endless chain of unfinished works, that spawn new unfinished works. One of the few of these projects that are publicly available is learnedatwork.com
I don't have any formal education besides college, majoring in languages. The rest of the time I've been learning by doing, and - not least - by not doing.
Along the way, I realized, that I learn best from snack-sized nuggets or one-liners that I can repeat in my head. Learnedatwork.com is/was my attempt at collecting some of these nuggets, and passing them on...
Go see for yourself at www.learnedatwork.com