
Community
Connecting games, people, and the teams behind them.
Experiences
The community work I've done and my role in it.
Community Manager
Fonts LLC was an app developed for smart-phones with one idea in mind: Allow the users to fully customize and configure the fonts of not only everything in their device, but also outgoing content;
Be creative, Be expressive, Be yourself.
The Product
Fonts LLC was a mobile application that allowed users to customize the typography used across their device by selecting from a wide range of fonts.
The app initially launched with a relatively small selection, but expanded over time as we introduced new typefaces, features, and customization based on user demand and feedback.
The app grew into a successful product, reaching 70+ million unique downloads, becoming the top-ranked app in more than 30 countries, and reaching top 200 apps worldwide.
My Role
I worked as the Lead Community Manager and UI/UX designer for the project.
My primary responsibility was managing our social media presence and maintaining a positive, ongoing relationship with the user community. I also acted as an important link between the users and the development team, gathering feedback and translating community requests into actionable ideas.
I organized social media activities, challenges, polls, and feedback forms that allowed users to directly influence the development of the app.
I then analyzed the results, picked the most popular requests, created mock-ups and early-stage prototype where appropriate, and presented these ideas to the project leads togher with suggestions for how they could be implemented
The Community
The community consisted of a broad range of users with very different needs. This included younger users looking to personalize the appearance of their mobile devices, as well as older users who benefited from larger, more readable fonts.
We maintained a presence across several platforms and channels, including Facebook, Instagram, TikTok and the App-store ecosystem. We also worked with other app developers, helping them incorporate our tools and features into their own products.
This variety meant that communication had to be adapted depending on audience, platform, and purpose.
Communication
My primary communication channels were our social media accounts, the project's support email, and direct communication with active community members, influential users, and other development teams.
I created social media posts, competitions, polls, and other community activities designed both to encourage engagement and to gather useful feedback.
For example, we ran campaigns where users could vote on which new fonts should be added to the application. We also offered premium access as rewards for participating in challenges, providing suggestions, or creating content that could subsequently be shared through our social channels
These activities server two purposes: Building engagement with the community while also giving the dev team a better understanding of what users actually wanted.
What I learned
This was my first large-scale project where I worked as the dedicated Community lead. I had previously worked for communities, such as through QA or Technical support roles, but being responsible for the primary outward-facing relationship between a product and its users was a very different experience.
The role taught me how much goes into maintaining a healthy community around a product. I learned to adapt communication to different audiences and cultures, work around languages barriers, manage expectations, and translate user feedback into usable information for the designers and developers to act upon.
Working closely with the development team also taught me how to balance the community requests with technical limitations and the wider goal of the product.
I also gained a lot of experience presenting ideas, leading discussions, and hosting team meetings - experiences that could be both challenging and rewarding, particularly when bringing community feedback directly into the development process.
Problem Solving
As one of the primary outward-facing members of the project, I was also responsible for handling user support and feedback.
I responded to support requests through email and social media, resolving straightforward issues directly whenever possible before escalating it to the appropriate developers.
For example, if a particular font caused the application to crash, I would collect information from the affected users, identify any common factors, document the issue, and provide the development team with the information needed to investigate it.
I also used community feedback to identify broader product issues and opportunities. Through polls, questionnaires, and discussions, we could identify which features users valued, which needed improvement, and which additions they would most like to see in future updates
Computer Assisted Design (CAD)
Designs made and/or rendered in various programs in 3D for private use; prototyped in physical shape


Brush Cleaner
A simple best friend for painting with smaller brushes. Comes with both areas to clean the bristles, wash it out, shape the brush head and storage in between.
Companion Cube
First project to get used to the system. I always wanted to print one of these ever since the day I heard about 3D-printers.
Deck Box
Modular boxes with space for 110 cards in single card sleeves (6.3 x 8.8 cm). Used for card games like Magic the Gathering.



Dice Tower (Big)
A Dice tower for all of your dice-rolling needs. Comes with a light-up core to suit your preferences.
Game Tokens
Tokens to symbolize keywords from Magic the Gathering.
Self-watering Planter
A big planter for smaller plants like herbs or salads. Comes with modular containers and a self-watering system where you only need to fill the main tank.
Game projects
Game projects I've worked on.

Adal's Vikings
Adal’s Vikings is a classic Point-and-click puzzle game, made as a game-project done with students.
The game later went on to win the Swedish Game Awards (http://www.gameawards.se/) Best Execution in Narrative.

Old World
Old World was a game project with students.
It is a 3rd person puzzle-platformer, with inspiration from games like Portal and Legend of Zelda.

aDOORable
aDOORable is a very short Game Jam game, from Castle Game Jam. It's a basic puzzle/platformer based in a castle, but also outside of known space and dimensions. It's a horrible mix of puns and sleep-deprived ideas.