

With TAKO I was introduced to the professional side of game design, and Still, I have absolutely no regrets I learned immensely, had anĮxcellent time and forged a lifelong friendship with the former CEO. That's just my more developed mind nagging me now - back then I had noĬlue. There are so many things I could have done differently, but I suppose When I look back at the designs is how nothing is consistent. Important for me that my visual works looked 'cool' rather thanĪctually being plausible, interesting and useful concepts Now when I look back at my designs I guess it was more My greatest take-home lesson from TAKO was that you have to have a great measure of discipline to complete anything - hell, to take anything further than the innovation part.īack then I had only a very basic understanding of game design, let aloneĬonceptualizing. Outsourcing, others in various projects - none of which materializedĪFAIK. Studio were kind of concentrated on their own tasks, some with The coordination was in short not optimal, and most of the folks in the We never managed to push outĪnything of substance, other than my concept art and illustration. After I graduated I took up an internship of six months toĬontinue working on the TAKO project. School themselves, and everybody was kind of learning the ropes as we The company, Grit Studio, was a startup and the devs were fresh from Subject for a thesis, and I happened to meet an entrepreneur lookingįor people like me to participate in his development process. I was wrapping things up at the university at the time and I was looking for a Never went further than the conceptualizing / world design level. The project didn't have an official title, as the production Grit Studio, a long since extinct game development company back inĢ011-2012. (our preferred callsign) was a cyberpunk game project I created with
