Andrea smiling at the camera Andrea smiling at the camera

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.

Work Experience

2022 - present

Iron Gate Studio

Tech Artist, Developer

Initially 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.

2020 - 2022

Thunderful Development

Tech Artist

Responsible 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.

2011 - 2020

Various

Freelance 3D Artist

For 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.