I’ve worked as a concept artist for over 20 years and I’ve had the pleasure to help green-light many projects that are deemed as corner stones in the video game entertainment genre. Many of the projects Bjorn has been involved with has had the fortune to be highly praised and won many awards.
Games like Alien Isolation, Fortnite, Battlefield, Horizon Zero Dawn, Deadspace, Bioshock series.


In 2021 I was approached by Blizzard to help them with designing premium cosmetic bundles for their latest installment of their legendary series in the Diablo universe. Over the next 4 years I’ve been a part of their cosmetics vendor stable as their top contributor pushing into new horizons with bespoke and imaginative solutions. A lot of my creations has had the privilege to also innovate their tech implementation and also set the standard for all other vendors to follow. At Opus Artz I oversee 4 additional artists that are producing assets for the project.
Year: 2021 – Current
Role: Inhouse Studio Art Director, Inhouse/remote Concept Artist
Task: Oversee artists, Production planning, Design assets.










In early 2019 I got the privilege to help the Santa Monica Studios team out again with doing some visual development on their next installment of God of War. I was a part of the visual development team and explored many character and creatures. I worked closely together with the Art Director Raf Grassetti and their lead artist at the time Dela Longfish where I researched and explored each character and enemy, helping to lay the foundation for majority of it all. Lots of work hasn’t been greenlit to show but I am hoping that one day I will be able to.
Year: 2019
Role: Remote Visual Development Artist
Task: Explore characters and enemies for Sony Studios










Back in 2009 we were asked to help out Arkane Studios to visually explore their new game idea they were developing. The original idea was slightly different from what the game turned into in the end but it was an exciting challenge to deal with. We helped out developing concept art that represented the tone and feel of their mission. We created a wide range of pitch material in the end for the art director to pitch the idea. It turned out the be Dishonored years later that we all love and cherish.
Year: 2009
Role: Remote Visual Development Artist
Task: Pitch deck material





In 2020 I had the pleasure to update the legendary cinematics of Diablo 2 in collaboration with Axis Animation. It was with a lot of care and inspiration I went through almost all of the characters and updated them in stunning 4k together with their amazing team. I got to explore some new techniques for the portraits and develop a streamlined workflow to create high fidelity portraits in a short amount of time. On some characters the Axis provided rough directional zbrush sculpts for me to base my work on and in some some cases I started from scratch.
Year: 2020
Role: Remote Production Artist
Task: Cinematic quality redesigns










Massive Entertainment contacted me at Opus Artz to see if we could help them on a new project of theirs, a new Tom Clancy project that were not hitting the right tone. I assisted in developing the visuals together with their art director. I created a range of designs for their pitch deck material. A lot of those ideas and designs made it into their reveal trailer which was a great feeling. Two years later, after the project was greenlit and they had passed their milestones they reapproached us to assist them in designing assets for the game. The team and I was responsible for a lot of the areas of the game, such as lots of key locations in 1.8, Dark Zone entries, and generally key locations look and feel.
Year: 2012, 2014
Role: Inhouse Studio Art Director, Remote Visual Development Artist, Inhouse/Remote Concept Artist
Task: Pitch deck material, Key Art, Production art, Oversee artists, Production planning


