

Andrea Dahnberg
- She/They
- October 23, 1991
- Stockholm, Sweden
- andrea@dahnberg.se
Game Credits
- Valheim
Tech Artist, Developer - The Gunk
Tech Artist - Wavetale
Additional Tech Art - Adios
Art Director - Doctor Who: The Edge of Time
Art Team - What The Golf?
3D Art - Totally Accurate Battle Simulator
Original Wobbler Model - THE LIGHT KEEPS US SAFE
3D Artist - The Signal from Tölva
Additional 3D - #SelfieTennis
3D Artist - Accounting+
Additional 3D Art - Dr. Langeskov, The Tiger, and the Terribly Cursed Emerald
3D Artist - The Beginner's Guide
3D Artist - Bombernauts
Additional Hats - The Stanley Parable
Modeling
About me
Hey there!
My name is Andrea — I’m a tech artist and game developer with 15+ years of experience in the games industry.
I started out as a freelancing 3D artist, working mainly with indie studios, but transitioned into full time tech art in 2020.
In the time that I’ve been working in games, I have managed to dip my toes into nearly every area of game development — though my primary passion is VFX and shader programming, I also have plenty of experience with gameplay programming, as well as basic skills in game design, sound effects, writing, voice acting, animation, and practically anything else you can imagine making use of in game development.
Latest Posts
Latest Projects


RDR2 Interior Lighting Tool
5/16/2025A tool that allows users to create the lighting data necessary for custom interior models in Red Dead Redemption 2.


How to Think Like a Tech Artist
8/21/2024A talk held at Nordic Game Jam, aimed at students and beginners, teaching them to see models and images as data.


Tides Astray
7/23/2023Created for Valkyrie Game Jam 2023, this is a small game about exploring a misty ocean and learning the stories of the people who live there.
Work Experience
Iron Gate Studio
Tech Artist, DeveloperInitially hired as a VFX artist for Valheim, the small size of the team has since allowed me to expand into all areas of development. During my time at the studio, I have created new shaders and optimized existing ones, programmed new gameplay features, designed new enemies and attacks, created sound effects, voice acted a character, and worked on various tools to speed up development.
Thunderful Development
Tech ArtistResponsible for all VFX and shaders for SteamWorld: Headhunter, as well as being part of the performance optimization team for the game. Shader work included things like creating the master shader for all characters and props, vegetation shaders for realistic wind movement and character interaction, and a custom volumetric cloud system.
Also created VFX and shaders for Wavetale and The Gunk, both released in late 2021.
Various
Freelance 3D ArtistFor the first nine years of my career, I worked on a freelance basis with various indie game studios. This is where the majority of my credits in the list on this page come from.